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Binder v.1.

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With a loud roar, the human slams his hand on the ground. A
crimson seal manifests, centered on him, glowing with a
reddish glow. Behind him, a spectral knight clad in black
plate appears, overlapping with his form, and the human's
skin slowly cracks, fire starting to burn in his veins. As the
knight's figure disperses, the human grabs his greatsword,
now set alight with dark flames, and lunges into the fray.
Her long ashen hair stained with the blood of her
companions, the elven woman solemnly takes a stand before
the devilish horde. In a flash of holy magic, a halo manifests
above her head while feathered, angelic wings sprout from
her back. In a language incomprehensible, the woman chants
powerfully, the sound of her voice a perfect harmony between
many hues. Golden light erupts from her wings, creating a
radiant dome that surrounds her and her fallen allies,
blinding her enemies. When it fades, the heroes, while
bloodied, start to rise and grab their weapons, promising
swift retribution to their profane adversaries.
Within the king's court, everyone is enjoying the
masqueraded jester's performance. The lithe orcish woman
savors a drink, scanning her surroundings. When the
assassins attempt to strike, they find themselves unable to
move, an uncontrollable laughter seizing them, despite the
jester being silent. As the royals and their guests watch the
figures clad in dark clothing slowly descending to the floor,
choking on their very blood while still chuckling at some
unspoken joke, the pierrot dematerializes into smoke.
Solidifying at the woman's hand in the shape of a mask,
which she wears, his form can be seen excitedly tailing her in
the nearby mirror, before they disappear into the shadows.
Binders study the soul and seek to achieve true
enlightenment, to perfect themselves. To do so, they reach far,
to a place only the most powerful or demented creatures have The Price of Greatness
ever gotten a glance of; the space between realities, time, and While allowing mighty power, the influence of Vestiges slowly
worlds. Drawing upon the energy of that void, anima, they corrodes a binder's soul and the physical Signs that Vestiges
bind powerful forlorn beings called Vestiges to their own soul, leave on a binder might alienate the uninitiated, leading to a
allowing them to inhabit it and manifest in the world through life of solitude. It is in these dark moments, that a binder
their physical form. seeks respite among their Sect, as they are the only ones that
Keepers and Scholars can understand the price of greatness.
However, gazing at the void allows the void to gaze back at
Binders train to harden their willpower and physique to a you, and the manipulation of their own souls sometimes
point where they can accommodate the energies of Vestiges, leads a binder to tread the path of madness or identity crisis.
otherworldly beings lost or banished between different Combined with the urges of their bound Vestiges that want to
worlds. In doing so, they are taught the importance of having once again experience the living world, some legends tell of
roots and firm ideals, as there are many stories of their fellow binders that became horrific adversaries or villains, unable to
binders losing themselves to greed or the addictive power put a stop to the voices in their heads.
they wield.
Many binders study old lore, unearthing esoteric seals,
ancient verses or rites used by their predecessors to call
upon or bind Vestiges. Others embrace craftsmanship,
creating items and trinkets to channel anima through. Some
among them even practice arts considered taboo, such as
allowing a Vestige to almost take over their physical form.

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The Binder
Level Proficiency Bonus Anima Points Features Contracts Vestiges Bound Vestige Tier
1st +2 - Soulbinding, Binder's Sect, Primary Vestige 2 1 1
2nd +2 2 Well of Anima, Vestigial Magic 2 1 1
3rd +2 3 Vestigial Authority (1/rest) 3 1 2
4th +2 4 Ability Score Improvement 3 1 2
5th +3 5 Binder's Sect feature 4 2 3
6th +3 6 Anima Ward 4 2 3
7th +3 7 Binder's Sect feature 5 2 4
8th +3 8 Ability Score Improvement 5 2 4
9th +4 9 Unyielding Soul 6 2 5
10th +4 10 Vestigial Guardians 6 3 5
11th +4 11 Vestigial Authority (2/rest) 7 3 6
12th +4 12 Ability Score Improvement 7 3 6
13th +5 13 Binder's Sect feature 8 3 7
14th +5 14 Soul of Anima 8 3 7
15th +5 15 Timeless Soul 9 4 8
16th +5 16 Ability Score Improvement 9 4 8
17th +6 17 Binder's Sect feature 10 4 9
18th +6 18 Vestigial Authority (3/rest) 10 4 9
19th +6 19 Ability Score Improvement 11 5 9
20th +6 20 Unbound Soul 11 5 9

Creating a Binder Class Features


To create a Binder, the most important question to consider As a binder, you gain the following class features.
is which Binder Sect you trained in and what Vestiges are
you in contracts with, as well as what type of role you want to Hit Points
fit in your party. Due to the nature of binding and rebinding Hit Dice: 1d8 per binder level
Vestiges and possessing a wide array of powers, you are Hit Points at 1st Level: 8 + your Constitution modifier
extremely versatile, but master of none. Therefore, it's Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
important to match your Primary Vestige with your prefered modifier per binder level after 1st
playstyle, supplementing your weaknesses with your other
contracted Vestiges. Proficiencies
Once you 've chosen a Binder's Sect and your starting Armor: Light armor, medium armor, shields
Vestiges, consider how your career as a binder began, your Weapons: Simple weapons
relationship with your Vestiges and what you seek to achieve Tools: Calligrapher's supplies
by commandeering their power. Are they mere tools for you Saving Throws: Charisma, Constitution
to obtain glory? Do you treat each other like family, and they Skills: Choose three from Arcana, Deception, History,
try to assist you in your quests? Are you addicted to the Insight, Investigation, Perception, Persuasion and Religion
otherworldly energies your soul is infused with after binding
Vestiges, and seek to further the agendas of your Vestiges in Equipment
the world to hang on to that feeling? You start with the following equipment, in addition to the
equipment granted to you by your background:
Quick Build (a) a quarterstaff or (b) a longsword (if proficient)
You can make a binder quickly by following these (a) scale mail, (b) leather armor or (c) chain mail (if
suggestions. First, Charisma should be your highest ability proficient)
score, followed by either Strength, Dexterity or Constitution (a) a light crossbow and 20 bolts or (b) any simple weapon
depending on the playstyle you wish to follow. Second, (a) a scholar’s pack or (b) a dungeoneer’s pack
choose the Acolyte or Sage background. A shield , 10 pieces of chalk and calligrapher's supplies.
Alternatively, you may start with 5d4x10 gp to buy your
own equipment.

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Soulbinding
1st-level binder feature Many as One
In your studies, you have uncovered the means to call As a binder, you use Vestiges to empower yourself
higher powers beyond a mortal's understanding, piercing the and later even cast spells. When describing your
barriers between worlds and timelines. You learn how to appearance, powers, spells or attacks, consider
make contracts with Vestiges and bind them to your soul how the Signs of your bound Vestiges come
through magical pacts. By doing so, you allow the Vestiges to together to create a unique visual. For example, if
inhabit and take over parts of your soul, as well as manifest you have Ranethiel and Naldakk bound, your wings
their Signs on your physical form. and halo might also glow with starlight. If you cast
a spell or attack, your halo might flash with divine
energy that encompasses your form and combines
Contracted Vestiges of 1st Tier or with starlight to create a spectacle of light.
Higher Such details don't limit you in any way or provide
When you begin your journey as a binder, you have any benefit beyond the effects already described in
contracted two 1st-tier Vestiges of your choice from the your features. You don't have to justify how Sings
Vestige list. visually or aesthetically impact your character, as
The Contracts column of the Binder table shows when you long as the GM and your other party members
contract more Vestiges of your choice. Each of these Vestiges agree with and like such details. Describing the
must be of a tier that you can bind. For instance, when you interactions between the Signs of your Vestiges
reach 3rd level in this class, you can contract one new Vestige and your physical form is a fun way to make your
of 1st or 2nd tier. binder unique and distinguished.
Additionally, when you gain a level in this class, you can
choose one of the Vestiges you have contracted and replace it
with another Vestige from the Vestige list, which also must be Expelling Vestiges
of a tier that you can bind. When a bound Vestige is expelled, it is no longer bound to
Binding Rites
you and you lose access to all of its granted Vestigial Powers,
You can perform rites of binding with your contracted as well as Vestigial Influence and Sign, until you bind it again.
Vestiges. This process requires calling the Vestiges to be Any active effect related to an expelled Vestige, such as a
bound by both name and title, drawing the seal of each spell, immediately ends when that Vestige is expelled.
Vestige on a solid surface such as the ground or stone, and Suppressing and Displaying the Sign
other specific acts, depending on each Vestige. While you A bound Vestige grants you access to certain abilities, called
perform the binding rites, the Vestiges you are binding Vestigial Powers, while its Sign is displayed. The specific
appear in an ethereal form, hovering over their respective Vestigial Powers of each Vestige are listed at the end of the
seals, and slowly become more tangible as the rites come to class description. When you roll initiative or as a bonus
an end. action, you can simultaneously suppress or display the Signs
At the completion of the binding rites, you bind the of any number of your bound Vestiges.
Vestiges. While bound to you, Vestiges influence your
personality and leave a mark on you, called a Sign. The Sign Spellcasting Ability
can be a physical mark, or something more unique. Charisma is your spellcasting ability for spells you can cast
At 1st level you can bind one Vestige, and can bind more through your Vestigial Powers, and for the spells you can cast
vestiges at higher levels, as shown in the Vestiges Bound with your Vestigial Magic feature when you gain it at 2nd
column of the Binder table. If you attempt to bind a Vestige level. You use your Charisma whenever one of those spells
while at your maximum, you must choose another bound refers to your spellcasting ability. In addition, you use your
Vestige to expel. You can only bind Vestiges whose combined Charisma modifier when setting the saving throw DC for one
Vestige tiers are equal to or less than your Charisma modifier of those spells you cast and when making an attack roll with
+ half your binder level, rounded down (minimum of 1 bound one, or when setting the saving throw DC for one of the
Vestige) . Vestigial or Primary Powers of your Vestiges.
For example, if you are a 5th-level binder, you have four Spell save DC = 8 + your proficiency bonus + your
contracted Vestiges of 1st, 2nd or 3rd tier, and can bind a Charisma modifier
maximum of two Vestiges at a time. With a Charisma of 14, Spell attack modifier = your proficiency bonus + your
the combined tiers of Vestiges you can bind are equal to four, Charisma modifier
in any combination, such as binding the 1st-tier Vestige
Elyrun and the 3rd-tier Vestige Elizah.
You can perform the binding rites again when you finish a Binder's Sect
long rest, expelling some of your bound Vestiges and binding 1st-level binder feature
others. Performing the binding rites to change your bound You have studied under a secretive, secluded sect of
Vestiges requires time: at least 1 minute per tier of each binders. Choose between the Sigil Knight, the Incanter and
Vestige to be bound. the Voidsoul, all described at the end of the class description.
The archetype you choose grants you features at 1st level and
again at 5th, 7th, 13th and 17th level.

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Primary Vestige
1st-level binder feature Vestigial Magic
You begin to form a strong bond with a particular Vestige. 2nd-level binder feature
This Vestige will respond more readily to your summons, and While your Primary Vestige is bound to you, you gain
is more likely to grant you power without exerting its access to all the spells specified in its Vestigial Magic table,
influence on you forcefully. Choose one of your contracted provided that your binder level is equal to or higher than the
Vestiges to become your Primary Vestige. While displaying binder level noted. You can cast a Vestigial Magic spell of your
its Sign, you gain access to that Vestige's Primary Powers, Primary Vestige that is available to you by spending anima
which are detailed at the end of the class description. points. The Casting Vestigial Magic Spells table shows the
When you later gain the Vestigial Authority feature at 3rd cost of casting a spell of a given level.
level, you also gain access to your Primary Vestige's Vestigial
Authority, also detailed at the end of the class description. Casting Vestigial Magic Spells
When you gain a level in this class, you can choose to Spell Level Anima Point Cost
replace a Primary Vestige with another Vestige that you can 1st 2
bind at that level.
2nd 3
Well of Anima 3rd 4
2nd-level binder feature 4th 5
Your connection with the realms between worlds has 5th 6
imbued your soul with otherworldly energy. This wellspring
is represented by anima points, which allow you to fuel
various powers and effects. Vestigial Authority
3rd-level binder feature
Anima Points Each Vestige commands a certain power that can only
You have 2 anima points, and you gain more as you reach manifest by a binder it holds a strong bond with. When you
higher levels, as shown in the Anima Points column of the use your Vestigial Authority, you create a magical effect
Binder table. You can never have more anima points than depending on your Primary Vestige. You can only use your
shown on the table for your level. You regain all spent anima Vestigial Authority once per turn, and you must then finish a
points when you finish a long rest. short or long rest to use your Vestigial Authority again.
Some Vestigial Authority effects require saving throws.
Anima Manipulation When you use such an effect, the DC equals your binder spell
You can use your anima points to change your bound save DC.
Vestiges, or you can suppress the Sign of a bound Vestige to Beginning at 11th level, you can use your Vestigial
gain additional anima points. You learn other ways to use Authority twice between rests, and beginning at 18th level,
your anima points as you reach higher levels. you can use it three times between rests. When you finish a
Rebinding. As a bonus action on your turn, you can expel a short or long rest, you regain your expended uses.
bound Vestige whose Sign you display and bind another one
without performing the binding rites, by spending a number Ability Score Improvement
of anima points equal to the tier of the Vestige to be bound.
Converting a Vestigial Sign to Anima Points. As a bonus 4th-level binder feature
action on your turn, you can suppress the displayed Sign of a When you reach 4th level, and again at 8th, 12th, 16th, and
bound Vestige and gain a number of anima points equal to 19th level, you can increase one ability score of your choice
the Vestige's tier. If you suppress the Sign of a Vestige this by 2, or you can increase two ability scores of your choice by
way, you can't display it again until you finish a short or long 1. As normal, you can’t increase an ability score above 20
rest. using this feature.

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Anima Ward Binder Sects
6th-level binder feature The cryptic and esoteric process of forming contracts with
When you take damage, you can use your reaction to spend Vestiges and containing their energies within one's soul is a
a number of anima points up to your proficiency bonus and secret well kept. Therefore, those who unearth such uncanny
roll a number of d8s equal to the anima points expended, rites, do so after being induced into certain binder sects, each
reducing the damage taken by the number rolled plus your with their own traditions on harnessing and utilizing anima.
Charisma modifier (minimum reduction of 1) . Through studying the history of your sect's practices, as well
as the mystical techniques, rituals and proceedings they
Unyielding Soul follow, you 've become a fully initiated member, able to bind
9th-level binder feature Vestiges to your will and manifesting extraordinary powers
Whenever you make a saving throw and fail, you can spend common only to fellow acolytes of your order.
2 anima points to reroll it and take the second result.
Sigil Knight
Vestigial Guardians Inspired by the very seals used to summon, contain and bind
10th-level binder feature Vestiges, binders induced into the Sigil Knight sect
Your bound Vestiges guard your mind. While having at least materialize anima through sacred sigils that they've
one Vestige bound whose sign you are able to display, you developed over their deep and rich history. Channeling anima
have advantage on saving throws against being charmed, through their own bodies to empower their physique and
frightened, possessed, or any magical effect that would sense utilizing the martial education offered by their sect, these
your emotions or read your thoughts. Knights use their cryptic glyphs to firmly suppress any
opposition.
Soul of Anima Bonus Proficiencies
14th-level binder feature 1st-level Sigil Knight feature
When you would be reduced to 0 hit points, you can choose You gain proficiency with heavy armor and martial
to drop to 1 hit point instead, and spend any number of anima weapons.
points to gain a number of temporary hit points equal to ten
times the number of anima points spent. These temporary hit Sacred Sigils
points last for 1 hour. 1st-level Sigil Knight feature
Once you use this feature, you can't use it again until you You learn sacred esoteric sigils. As a bonus action, you can
finish a long rest. choose a creature you can see within 30 feet of you and place
one sigil you know on it. A sigil placed on a target lasts for 1
Timeless Soul minute, until it's activated, until the target it's placed on dies
or until you place another sigil on the target. Sigils are
15th-level binder feature magical, visible, and appear as glowing glyphs, but are
Your Vestiges have altered your soul, affecting its physical intangible.
vessel. You suffer none of the frailty of old age, and you can’t Whenever the target of a sigil you 've placed is hit by an
be aged magically. You can still die of old age, however. In attack, you can choose to activate the sigil (no action
addition, you no longer need food or water to sustain required), provided that you can see the target. When you
yourself, but you still feel hunger and thirst as normal. activate a sigil, the target takes extra damage equal to one roll
of your sigil die, in addition to the attack's damage. The type
Unbound Soul of the extra damage is specified in each sigil's description.
20th-level binder feature Sigils. You learn four sigils of your choice, which are
Your soul has been a host for many powerful beings, and detailed under "Sigils" below. Sigils produce different effects
therefore evolved beyond mortality. You gain the following when activated.
benefits: You learn one additional sigil of your choice at 5th, 9th,
13th and 17th level. Each time you learn new sigils, you can
As a bonus action, you can regain all your spent anima also replace one sigil you know with a different one.
points. Once you use this bonus action, you can't use it Sigil Die. Your prowess is represented by a sigil die, which
again until you finish a long rest. is a d4. When you reach certain levels in this class, the size of
When you perform the binding rites with your your sigil die increases: at 5th level (d6) , 9th level (d8) , 13th
Soulbinding feature, you can choose to replace your level (d10) , and 17th level (d12) .
Primary Vestige with another Vestige that you have Saving Throws. Some of your sigils require your target to
contracted. make a saving throw to resist the sigil's effects. The saving
When you use your Vestigial Authority feature, you can throw DC is equal to your binder spell save DC.
choose to create the effect granted by any of your bound You can place a sigil with this feature a number of times
Vestiges whose Sign you display, instead of only your equal to your proficiency bonus, and you regain all expended
Primary Vestige. uses when you finish a short or long rest. When you later
gain the Well of Anima feature at 2nd level, you can also
spend 2 anima points to place a sigil.

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Extra Attack Enfeebling Sigil. This sigil deals necrotic damage. When
5th-level Sigil Knight feature this sigil is activated, the target must succeed on a
You can attack twice, instead of once, whenever you take Constitution saving throw, or the damage dealt by its weapon
the Attack action on your turn. Moreover, you can place one attacks that use Strength is halved until the end of its next
of your sigils in place of one of those attacks. turn.
Flame Sigil. This sigil deals fire damage. When this sigil is
Anima-Empowered Attacks activated, all creatures other than the target within 5 feet of it
7th-level Sigil Knight feature take fire damage equal to one roll of your sigil die.
After you place a sigil on a creature, you have advantage on Frost Sigil. This sigil deals cold damage. When this sigil is
the next weapon attack you make against the sigil's target activated, the target has its speed halved until the end of its
before the start of your next turn. next turn.
In addition, when you roll your sigil die and the number Lightning Sigil. This sigil deals lightning damage. When
rolled is lower than your Charisma modifier, you can use your this sigil is activated, the target can't take reactions until the
Charisma modifier in place of the roll. end of its next turn.
Perfidy Sigil. This sigil deals psychic damage. When this
Relentless Zeal sigil is activated, the target must succeed on an Intelligence
13th-level Sigil Knight feature saving throw or immediately use its reaction, if available, to
When you place a sigil on a creature, you can use your make a melee weapon attack against a creature of your
reaction to magically teleport up to 30 feet to an unoccupied choice it can reach.
space you can see within 5 feet of the sigil's target, provided Radiance Sigil. This sigil deals radiant damage. When this
that you can see the target . sigil is activated, the target must succeed on a Constitution
Immediately after you finish teleporting this way, you can saving throw or become blinded until the end of its next turn.
also spend 1 anima point to make a single weapon attack Shadow Sigil . This sigil deals psychic damage. When this
against the sigil's target as part of the same reaction, sigil is activated, the target must succeed on a Wisdom saving
provided the target is within your weapon's range. throw or become frightened of you until the end of its next
turn.
Knight's Ascension Thunder Sigil. This sigil deals thunder damage. When this
17th-level Sigil Knight feature sigil is activated, the target is deafened and can't produce any
As a bonus action, you can manifest the full power of your sound until the end of its next turn.
Vestiges. You gain the following benefits for 1 minute: Venom Sigil. This sigil deals poison damage. When this
sigil is activated, the target must succeed on a Constitution
Whenever you activate a sigil while you are within 10 feet saving throw or become poisoned until the end of its next
of its target, you regain a number of hit points equal to turn.
your Charisma modifier (a minimum of 1 hit point) . Vitriol Sigil. This sigil deals acid damage. When this sigil
Your sigils ignore resistance to the type of damage they is activated, the target must succeed on a Dexterity saving
deal when activated, and you add your Charisma modifier throw or take acid damage equal to one roll of your sigil die
to the damage of your sigils. at the end of its next turn.
When you take the Attack action on your turn, you can
make one additional attack as part of that action.
Once you use this feature, you can’t use it again until you
finish a long rest, unless you spend 5 anima points to use it
again.
Sigils
The sigils are presented in alphabetical order.
Anima Sigil . This sigil deals force damage. When this
sigil is activated, if the target is Large or smaller, it must
succeed on a Strength saving throw or be knocked prone.
Banishment Sigil . This sigil deals force damage. When
this sigil is activated, the target must succeed on a Charisma
saving throw or be banished in a harmless demiplane until
the start of its next turn, at which point it reappears where it
was or in the closest unoccupied space.
Beguiling Sigil. This sigil deals psychic damage. When
this sigil is activated, the target must succeed on a Wisdom
saving throw or be charmed by you until the end of its next
turn.
Blood Sigil. This sigil deals necrotic damage.
Furthermore, the creature that made the attack that triggered
this sigil's activation regains hit points equal to the damage
the target took from this sigil.

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Incanter You learn two additional verses of your choice at 5th, 9th,
13th and 17th level. Each time you learn new verses, you can
Before magic was tamed into schools, before prayers and also replace one verse you know with a different one.
hymns were written in gospels, words still held might, when Saving Throws. Some of your verses require creatures
spoken with great purpose. Incanters study Gramarye, the that can hear them to make saving throws to resist the verse's
ancient technique that was utilized to bind magic through effects. The saving throw DC is equal to your binder spell
words, their melodic voices harmonizing with anima to bring save DC.
to life what was forgotten in time. They can empower or You can use this feature a number of times equal to your
severely demoralize those hearing their verses, as they invoke proficiency bonus, and you regain all expended uses when
the primal essence of creation. you finish a long rest. When you later gain the Well of Anima
feature at 2nd level, you can also spend 2 anima points to use
Vigilant Rhetor this feature.
1st-level Incanter feature
In your studies, you 've learnt how to put on a powerful Battle Psalms
performance, and are ever-ready to do so. You gain 5th-level Incanter feature
proficiency in the Performance skill. If you already have this As a bonus action, you can bolster your allies. When you do
proficiency, you gain proficiency with one other skill of your so, choose a creature other than yourself that you can see and
choice from the binder class skill list. that can hear you within 30 feet of you. You magically
In addition, you add your Charisma modifier to your empower the target, granting it one of the following benefits
initiative rolls. (your choice):
Incant Verse The next time the target takes the Attack action before the
1st-level Incanter feature start of your next turn, it can make an additional weapon
You have studied the esoteric verses written by ancient attack as part of that action.
binder scholars. As an action, you can start incanting a verse The next time the target hits a creature with a weapon
that you know that lasts for 1 minute. During that time, a attack before the start of your next turn, the attack deals
magical effect manifests within 30 feet of you. The extra thunder damage equal to 1d8 + your Charisma
incantation ends early if you die, are incapacitated or modifier.
silenced, or if you lose your concentration (as if you were Potent Incantations
concentrating on a spell) . You can make a Charisma 7th-level Incanter feature
(Performance) check, instead of a Constitution saving throw, Your incantations grow more powerful. When you target a
to maintain concentration on a verse when you take damage, creature with your Battle Psalms feature, the target also
with the same DC. gains temporary hit points equal to your Charisma modifier
Verses. You learn four verses of your choice, which are until the start of your next turn.
detailed under "Verses" below. Each verse produces different In addition, whenever a creature fails a saving throw that it
effects within the area, and may affect friendly or hostile makes to resist an effect from one of your verses, it takes
creatures within the area as detailed in its description. To be thunder damage equal to your Charisma modifier.
affected, a creature within the area must be able to hear you.

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Vestigial Choir Verse of Obscurement (Prerequisite: 5th level). The area
13th-level Incanter feature is filled with mists. Creatures within the area gain the
While your Primary Vestige is bound to you, you can benefits of half cover against attacks or effects from outside
maintain concentration on up to two verses simultaneously. the area.
If you fail a Constitution saving throw or Charisma Verse of Phantasms (Prerequisite: 5th level). A hostile
(Performance) check that you make to maintain creature that starts its turn within the area or enters it for the
concentration on a verse while concentrating on two verses, first time on a turn must succeed on a Wisdom saving throw
you lose concentration on only one of them (your choice) . or become frightened until the start of its next turn.
Verse of Planar Protection (Prerequisite: 17th level) .
Master of Gramarye Friendly creatures within the area gain the benefits of a
17th-level Incanter feature protection from evil and good spell.
As a bonus action, you can empower your voice with the Verse of Power (Prerequisite: 17th level) . Friendly
authority of your Vestiges. You gain the following benefits for creatures within the area have advantage on saving throws
1 minute: against spells and other magical effects.
Verse of Rejuvenation. (Prerequisite: 9th level). The hit
You have advantage on Constitution saving throws and point maximum of friendly creatures within the area can't be
Charisma (Performance) checks that you make to reduced. In addition, when a creature you can see within the
maintain your concentration on a verse when you take area makes a saving throw against the blinded, paralyzed,
damage. petrified or poisoned condition, you can use your reaction to
If you would lose concentration on a verse, you can give it advantage on the roll.
suppress the displayed Sign of a bound Vestige to Verse of Resilience. When a friendly creature within the
maintain concentration on it instead (no action required) . area takes bludgeoning, piercing or slashing damage, that
If you suppress the Sign of a Vestige this way, you can't damage is reduced by an amount equal to your proficiency
display it again until you finish a short or long rest. bonus.
When you use your Battle Psalms feature, you can target a Verse of Ruin. A hostile creature that starts its turn within
second creature within range that can hear you with it. the area or enters it for the first time on a turn must succeed
Once you use this feature, you can’t use it again until you on a Wisdom saving throw or have disadvantage on weapon
finish a long rest, unless you spend 5 anima points to use it attacks until the start of its next turn.
again. Verse of Shackling (Prerequisite: 13th level) . A hostile
creature can't teleport into the area. A hostile creature that
Verses tries to teleport out of the area, or within the area but without
If a verse has prerequisites, you must meet them to learn it. leaving it must succeed on a Wisdom saving throw or the
You can learn the verse at the same time that you meet its teleport fails and is wasted.
prerequisites. A level prerequisite refers to your level in this Verse of the Sun (Prerequisite: 9th level) . The area is
class. filled with bright light. This light is sunlight. Creatures within
Verse of Concealment (Prerequisite: 9th level). the area can't gain the benefits of being invisible.
Creatures within the area can’t be targeted by any divination Verse of Supernatural Warding (Prerequisite: 13th
magic or perceived through magical scrying sensors. level) . Friendly creatures within the area have resistance to
Verse of Elemental Warding (Prerequisite: 9th level). force, necrotic, psychic or radiant damage (your choice when
Friendly creatures within the area have resistance to acid, you start reciting this verse).
cold, fire, lightning, or thunder damage (your choice when you Verse of Valor (Prerequisite: 5th level). Friendly
start reciting this verse) . creatures within the area can't be charmed or frightened. If
Verse of Enthrallment. A hostile creature that starts its they are already charmed or frightened, they have advantage
turn within the area or enters it for the first time on a turn on any new saving throw against the relevant effect, provided
must succeed on a Wisdom saving throw or be charmed by that they are within the area.
you until the start of its next turn. Verse of Vigor. Friendly creatures within the area have
Verse of Entropy. (Prerequisite: 17th level) . A hostile advantage on Strength checks and Strength saving throws.
creature that starts its turn within the area or enters it for the Verse of the Void (Prerequisite: 13th level) . The area is
first time on a turn must succeed on a Constitution saving filled with shadowy tendrils. A hostile creature that starts its
throw or lose any damage resistances it has until the start of turn within the area or enters it for the first time on a turn
its next turn. must succeed on a Dexterity saving throw or be restrained by
Verse of Fervor. The walking speed of friendly creatures the tendrils until the start of its next turn. A creature
within the area increases by 10 feet. restrained by the tendrils can use its action to make a
Verse of Fortification. Friendly creatures within the area Strength or Dexterity check (its choice) against your binder
gain a bonus to AC equal to half your proficiency bonus spell save DC. On a success, it frees itself.
(rounded down) . Verse of War. Weapon attacks of friendly creatures within
Verse of Infirmity. A hostile creature that starts its turn the area are considered magical for the purpose of
within the area or enters it for the first time on a turn must overcoming damage resistances and immunities. In addition,
succeed on a Wisdom saving throw or become unable to take when a creature you can see within the area makes an attack
reactions and have its speed halved until the start of its next roll, you can use your reaction to give advantage or
turn. disadvantage on the roll (your choice) .

8
Voidsoul
A great taboo among binders is the act of allowing Vestiges to
fully take over. Binders of the Voidsoul sect are the ones most
devoted to leaving the material world behind them, and break
that taboo, surrendering even greater parts of their soul to
their Vestiges in exchange for immense power. Known as
voidwalkers, these binders don't just channel anima from the
void between worlds; they try to become that void.
Ascetic Training
1st-level Voidsoul feature
Your sect has taught you to leave the material behind,
utilizing only the tools available to your physical form and
enhancing them with anima. 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.
You can roll a d4 in place of the normal damage of your
unarmed strike. This die increases when you gain certain
levels in this class: at 5th level (d6), at 13th level (d8) and Void-Touched Attacks
at 17th level (d10) . 7th-level Voidsoul feature
Your unarmed strikes count as magical for the purpose of
Voidform overcoming resistance and immunity to nonmagical attacks
1st-level Voidsoul feature and damage.
You can allow your bound Vestiges to take greater root over In addition, when you roll a die in place of the normal
your fractured soul. As a bonus action, you can enter a state damage for your unarmed strike and the number rolled is
known as Voidform that lasts for 1 minute. While your lower than your Charisma modifier, you can use your
Voidform is active, you can't suppress the displayed Signs of Charisma modifier in place of the roll.
your bound Vestiges and you gain the following benefits:
Voidwalker
At the start of each of your turns, provided that you aren't 13th-level Voidsoul feature
incapacitated, you gain temporary hit points equal to your Your connection with the void has taken deep roots in your
Charisma modifier. being. You have resistance to force damage. If your Voidform
When you take the Attack action on your turn, you can is active, you become immune to force damage instead.
make one unarmed strike as a bonus action. In addition, while your Voidform is active, you can move
Once on each of your turns, when you hit a creature with through creatures and objects as if they were difficult terrain,
an unarmed strike, you can deal extra force damage to the but you take 1d10 force damage if you end your turn inside a
target equal to one roll of the die you use for your creature or an object.
unarmed strikes with your Ascetic Training feature.
You can use this feature a number of times equal to your Void Avatar
proficiency bonus, and you regain all expended uses when 17th-level Voidsoul feature
you finish a long rest. When you later gain the Well of Anima As a bonus action, you can completely empty yourself of all
feature at 2nd level, you can also spend 2 anima points to use material attachments . You gain the following benefits for 1
this feature. minute:
Extra Attack You gain resistance to bludgeoning, piercing and slashing
5th-level Voidsoul feature damage.
You can attack twice, instead of once, whenever you take You have a flying speed equal to your walking speed and
can hover. If you already had a flying speed, your flying
the Attack action on your turn. speed increases by 30 feet instead.
While your Voidform is active, once during each of your
Flavoring your Voidform
turns when you deal force damage to a creature you can
spend 1 anima point to attempt to directly hurt its soul.
Your Voidform's description is up to you. For The target must succeed on a Wisdom saving throw
example, parts of your body that are not covered by
Signs might turn completely null, as if they 're not
against your binder spell save DC or become
there. Such details don't provide any extra benefit,
incapacitated until the start of your next turn.
but it's a cool way to make your Voidform unique. Once you use this feature, you can’t use it again until you
finish a long rest, unless you spend 5 anima points to use it
again.

9
Adding Spells to the Codex. When you gain this feature,
choose two 1st-level spells from the Vestigial Magic tables of
any of your contracted Vestiges to be added to your codex.
When your Soulbinding feature lets you contract a new
Vestige, you can choose one of the spells in that Vestige's
Vestigial Magic table and add it to the codex, provided that
your binder level is equal to or higher than the binder level
noted in that spell's entry on the table.
Additionally, when you gain a level in this class, you can
choose one of the spells in your codex and replace it with
another spell of an equal or lower level from the Vestigial
Magic tables of any of your contracted Vestiges.
If you replace a Vestige you have contracted with another
Vestige from the Vestige list, you must also replace all spells
in your codex from that Vestige's Vestigial Magic table with
spells of an equal or lower level from the new Vestige's
Vestigial Magic table.
Replacing the Codex. If you lose your vestigial codex, you
can perform a 1-hour ceremony over a normal book to
transform it into an exact duplicate of your vestigial codex.
This ceremony can be performed during a short or long rest,
and it destroys the previous codex.
Improved Vestigial Magic
5th-level Anima Mage feature
Anima Mage You can spend additional charges from your codex and
Among all binder sects, Anima Mages are those who utilize anima points to increase the level of a Vestigial Magic spell
the magical abilities bestowed upon them by their bound that you cast, provided that the spell has an enhanced effect
at a higher level, as bane does. The spell's level increases by 1
Vestiges the most. Many followers of this sect view Vestiges for each additional charge and anima point you spend. For
as mere tools, no more than spell component pouches. example, if you are a 5th-level binder and cast bane, you can
spend 3 charges or anima points to cast it as a 2nd-level spell
Vestigial Scholar (the spell's base cost of 2 charges or anima points plus 1) .
1st-level Anima Mage feature The maximum combined number of charges and anima
You 've studied the magical arts thoroughly. You gain points you can spend to cast a spell in this way is equal to
proficiency in Arcana skill. If you already have this your proficiency bonus.
proficiency, you gain proficiency with one other skill of your
choice from the binder class skill list. Potent Magics
In addition, whenever you make an Intelligence (Arcana) 7th-level Anima Mage feature
check, you can add your Charisma modifier to the roll. Your magic grows stronger. When you deal damage with a
Vestigial Magic spell or a spell you can cast through your
Vestigial Codex Vestigial Powers, you can add your Charisma modifier to one
1st-level Anima Mage feature of the spell's damage rolls.
You learn how to channel the powers and knowledge of
your Vestiges through a book called a vestigial codex. Unified Consciousness
Cantrips. Choose two cantrips from the wizard spell list to 13th-level Anima Mage feature
be added to your codex. When you reach 10th level in this Your Vestiges you retain control even in dire situations.
class, you can add one additional cantrip of your choice from When you make a Constitution saving throw to maintain your
the wizard spell list to your codex. You can cast these concentration on a spell when you take damage, you gain a
cantrips at will and Charisma is your spellcasting ability for bonus to the roll equal to the number of Vestiges you have
them. bound plus your Charisma modifier.
Charges. Your vestigial codex has a number of charges
equal to your proficiency bonus. While holding the codex, you Anima Arcanum
can cast a spell in it by expending a number of charges equal 17th-level Anima Mage feature
to the spell's level plus 1. Your codex regains all expended You can use your Primary Vestige to draw immense power
charges when you finish a short or long rest. from beyond the mortal plane. When you cast a Vestigial
All spells in your vestigial codex count as Vestigial Magic Magic spell with a level equal to or lower than the tier of your
spells for you and Charisma is your spellcasting ability for Primary Vestige, you can choose to cast it without expending
them. When you later gain the Vestigial Magic feature at 2nd charges or anima points. If you do so, the spell is cast at a
level, you can cast any spell in your codex by spending anima level equal to the tier of your Primary Vestige.
points as described in that feature, and you can combine Once you use this feature, you can't use it again until you
charges from your codex and anima points to pay the cost for finish a long rest.
casting a Vestigial Magic spell.

10
Vestiges
Vestiges are listed by tier on the following table, including
their alignment and whether there are special requirements
to bind them. In the following pages, they are also sorted
alphabetically, and by tier.

Vestiges
Vestige Tier Name and Title Alignment
1st Elyrun, the King of Greed NE
1st Vivian , the Matron of Witches CG
2nd Hollow , the Grinning One CN
2nd Naldakk , the Starwolf LN
3rd Elizah , the Blind Maiden LG
3rd Weordan , the Unmoving CG
4th Azalea, the Final Bloom NE
4th Elisha, the Wanderer CN
5th Andhavar , the Argent Winter LG
5th Faramond , the Ashen Knight LE
6th Kydurr, the Bloody Three NE
6th Yakuto, the Exorcist LN
7th Kavaxia , the Hellwyrm LE
7th Vayu , the Elder Storm N
8th Ussirdenth, the Alabaster Scourge LE
8th Ranethiel, the Compassionate LG
9th Elbalar , the Timelord NG
9th Untagesh , the Dreamer NE

Vestiges and Magic


Binders use anima to fuel various effects and abilities. While Conflicting Natures
anima is not explicitly magic, since it comes from the void It's not unusual for a binder to utilize Vestiges that
have very different perspectives on morality and
between worlds instead of the Weave of magic, it can interact
matters such as the importance of life.
with the Weave to produce magical effects or even spells. When you bind Vestiges that bestow conflicting
Spells cast through Vestigial Magic and the Vestigial Personality Traits, Ideals and Flaws on you, consider
Authority feature are magical, and therefore affected by an how these influences mesh with your own
character. After all, you are the vessel through
antimagic field or similar effect. The same stands for several
which your Vestiges act on the world, and without
class features and Vestigial Powers, if it's explicitly stated that you they are simply long-forgotten beings.
they're magical. On the contrary, you can consider features, As you bind more powerful Vestiges, you allow
effects and Vestigial Powers that do not explicitly state that your soul to fracture in even more pieces to
they're magical as "supernatural abilities" granted to the accommodate them. Perhaps as your character
grows more powerful, they lose pieces of
binder by the otherworldly Vestiges, that do not fall under the
themselves, and your Vestiges begin to dictate
common rules for magic, and therefore are unaffected by an how you view the world. Or maybe, the conflicting
antimagic field or other similar effects. Of course, the final say personalities of your Vestiges affect your own
for what is magical or not lies with the GM, but this sidebar is psyche, leading you towards a dark fate.
meant to provide a solid, and consistent, rule of thumb.

11
Elyrun, the King of Greed Vivian, the Matron of Witches
1st-tier Vestige 1st-tier Vestige
Ancient texts describe the tale of Elyrun, a cruel king that Vivian was a powerful witch that lived in seclusion, often
amassed vast wealth. He was arrogant, flaunting his fortune visited and venerated by hags, other witches and occultists
in extravagant displays, while his people, who he also viewed with pleas for access to her vast magical knowledge. Legends
as possessions, hungered. On the fateful night of his demise, tell of Vivian's excessive obsession in unearthing and
his palace was overrun, and he was slain by the very citizens understanding lost magic, as well as her endeavors into
he forced into poverty. With his final breath, he cursed any various planes to locate interesting items of arcane nature.
and all that would try to claim his treasures. As a Vestige, As a Vestige, she seeks to sate her never-ending curiosity,
Elyrun greatly encourages his binders towards treasure reluctantly accepting the spiritual company of her binders.
hunting. Special Requirements. To bind Vivian, you must whisper
Special Requirements. To bind Elyrun, you must place a a personal secret when drawing her seal.
gold piece on his seal. Manifestation. Vivian manifests as a beautiful woman with
Manifestation. Elyrun manifests as a malformed, skeletal- sharp features and long black hair, her expression calm and
looking man wearing a half-broken crown. He has gold coins calculated. She is clad in gray robes and holds an intricate
instead of eyes, and his skin withering skin is slowly wooden staff.
crumbling into dust. Sign. Your hair turns pitch black and dark circles form
Sign. Your nails turn gold. around your eyes.
Influence. While Elyrun is bound to you, he influences Influence. While Vivian is bound to you, she influences
your personality in one of the following ways: your personality in one of the following ways:
Personality Trait. Wealth is the purpose, by any means. Personality Trait. Get answers first, ask questions later.
Flaw. I will not share my belongings willingly. Ideal. I have the right to dismiss any questions asked of
me.
Elyrun Vestigial Magic
Binder Level Spells Vivian Vestigial Magic
Binder Level Spells
2nd identify, unseen servant
2nd bane, magic missile
5th enthrall, locate object
5th blindness/deafness, see invisibility
9th meld into stone, tiny hut
9th bestow cure, dispel magic
13th compulsion, secret chest
13th compulsion, polymorph
17th dominate person, legend lore
17th geas, scrying
Vestigial Powers
While Elyrun is bound to you, you gain access to the Vestigial Powers
following Vestigial Powers: While Vivian is bound to you, you gain access to the following
Sense Wealth. You always know the average monetary Vestigial Powers:
value of an object you can see. Alchemical Knowledge. You gain proficiency with
Fool's Gold. You can cast minor illusion at will. alchemist's supplies.
Witch's Eye. You can cast detect magic at will.
Primary Powers
While Elyrun is your Primary Vestige and is bound to you, Primary Powers
you gain access to the following Primary Powers: While Vivian is your Primary Vestige and is bound to you, you
Deal Striker. You have advantage on Charisma gain access to the following Primary Powers:
(Persuasion) and Charisma (Deception) checks related to Dispelling Anima. You can use your action to end one
negotiating prices, trade deals, as well as selling or buying spell with a level equal to or less than half your proficiency
anything. bonus on yourself or one willing creature that you touch.
Flex. When a creature within 30 feet of you that you can Once you use this Vestigial Power, you can't use it again until
see targets you with an attack, you can use your reaction to you finish a short or long rest.
flex your wealth at it. The target must succeed on a Suppressing Surge. When you suppress the Sign of a
Constitution saving throw or be blinded until the start of its Vestige, residual magic surges around you. Creatures within
next turn. Once you use this Vestigial Power, you can't use it 10 feet of you take force damage equal to your Charisma
again until you finish a short or long rest. modifier.
Vestigial Authority: Golden Touch. As an action, you can Vestigial Authority: Rebuke Arcana. When a creature
touch a creature and imbue it with the memory of Elyrun's within 60 feet of you that you can see deals damage to you
treasures. The target must make a Constitution saving throw. with a spell, you can use your reaction to rebuke some of the
On a failed save, the target is petrified and turned to solid magical energy back at it. The creature must make a
gold for 1 minute. The petrified creature can repeat this Dexterity saving throw. It takes 1d6 x your proficiency bonus
saving throw at the end of each of its turns, ending the effect force damage on a failed save, or half as much damage on a
on itself on a success. successful one.

12
Hollow, the Grinning One Naldakk, the Starwolf
2nd-tier Vestige 2nd-tier Vestige
It is unknown how Hollow became a Vestige, or what their A great wolf of celestial origin and member of the Wyld
origins are. Common talk among binder scholars suggests Hunt, Naldakk was gravely injured fighting a being made out
that Hollow pissed off a deity due to repeating pranks, and of sheer shadow that threatened to destroy an entire
was thrust out of reality. Nevertheless, Hollow lends power to kingdom. In his final moments, he was blessed by a
their binders, always cracking inappropriate jokes that tend benevolent deity of the hunt and became a Vestige. While
to take dark twists. unable to physically tear down those that threaten the world
Special Requirements. To bind Hollow, you must tell a from the darkness anymore, Naldakk now guides his binders
joke while drawing their seal. in guarding the sacred mystery that is life.
Manifestation. Hollow manifests in a different outfit each Special Requirements. To bind Naldakk, you must place a
time they attend their binders, but their appearance always wooden arrow on his seal.
resembles a jester wearing a half-happy, half-sad theatrical Manifestation. Naldakk manifests as a spectral, majestic
mask. wolf, its fur made out of pure starlight.
Sign. A tattoo of Hollow's mask appears on your skin. Sign. Your skin glows softly, and your canines grow longer.
Influence. While Hollow are bound to you, he influences Influence. While Naldakk is bound to you, he influences
your personality in one of the following ways: your personality in one of the following ways:
Personality Trait. Laughter brings joy, and sometimes, Personality Trait. It's my duty to stand guard against the
death. I wonder which one it is today. darkness.
Flaw. I will miss no chance to have fun. Ideal. Actions speak louder than words.
Hollow Vestigial Magic Naldakk Vestigial Magic
Binder Level Spells Binder Level Spells
2nd charm person, hideous laughter 2nd faerie fire, guiding bolt
5th invisibility, mirror image 5th misty step, moonbeam
9th hypnotic pattern, major image 9th haste, spirit guardians
13th confusion, phantasmal killer 13th freedom of movement, locate creature
17th mislead, seeming 17th dispel evil and good, hold monster

Vestigial Powers Vestigial Powers


While Hollow are bound to you, you gain access to the While Naldakk is bound to you, you gain access to the
following Vestigial Powers: following Vestigial Powers:
Charade. You can cast disguise self at will. Empowered Senses. You have advantage on Wisdom
Parlor Tricks. You have advantage on Charisma (Perception) checks that rely on hearing or smell.
(Deception) checks and Wisdom (Insight) checks. Hunter's Quarry. You can cast hunter's mark once,
without expending a spell slot or material components. You
Primary Powers regain the ability to do so when you finish a long rest.
While Hollow are your Primary Vestige and are bound to you,
you gain access to the following Primary Powers: Primary Powers
Just a Prank. When a creature that you can see within 60 While Naldakk is your Primary Vestige and is bound to you,
feet of you makes an attack roll, ability check or saving throw, you gain access to the following Primary Powers:
you can use your reaction to impose disadvantage on the roll. Naldakk's Sight. You have darkvision out to a range of 120
Once you use this Vestigial Power, you can't use it again until feet. In that radius, you can see in dim light as if it were
you finish a short or long rest. bright light and in darkness as if it were dim light.
Smoke and Mirrors. When you take damage, you can use Starlit Strikes. Your weapon attacks count as silvered for
your reaction to magically become invisible. You remain the purpose of overcoming damage resistances and
invisible until the start of your next turn, or until you make an immunities.
attack or cast a spell. Once you use this Vestigial Power, you Vestigial Authority: Pierce Shadows. As an action, you
can't use it again until you finish a short or long rest. can use your Vestigial Authority to pierce the darkness. For 1
Vestigial Authority: Inside Joke. As an action, you can use minute, you shed bright light in a 20-foot radius, and dim light
your Vestigial Authority to let Hollow utter a joke through for an additional 20 feet. The light is sunlight. You and
you. All creatures that can hear you within 30 feet of you friendly creatures within the area of bright light have
must make a Wisdom saving throw, as they experience advantage on the first attack roll that you make on a turn
uncontrollable, painful laughter. On a failed save, a creature against a creature.
takes 1d6 x your proficiency bonus psychic damage and falls
prone, becoming unable to stand until the end of its next turn.
On a successful save, a creature takes half as much damage
and doesn't fall prone.

13
Elizah, the Blind Maiden Weordan, the Unmovable
3rd-tier Vestige 3rd-tier Vestige
Elizah was a pious priestess of a sun deity, journeying the A legendary shamanic warrior chieftain who, as the stories
world in aid of the suffering. She lost her sight fighting a say, single handedly stopped an entire invading battalion, the
profane army of undead, by summoning such powerful dawn meeting his lifeless from exhaustion, unmoving form,
radiance and holy light that in the aftermath of the battle, her standing still as a symbol of freedom. The earthen spirits of
very eyes were scorched. Nevertheless, she continued to do his ancestors blessed Weordan, transforming him into a
her deity's work, and at the end of her life was granted a Vestige, so that he can keep fighting through his binders.
single wish. She wished for the ability to continue guarding Special Requirements. To bind Weordan, you must draw
the innocent, and was elevated into a Vestige, now acting his seal on soil.
through her binders. Manifestation. Weordan manifests as a hulking tribal
Special Requirements. To bind Elizah, you must draw her warrior wearing skins and furs, holding a mighty greataxe.
seal with your eyes closed. Sign. Your skin cracks in various places and stone covers
Manifestation. Elizah manifests as a blonde maiden with a your hands.
gentle face, clad in plate armor. A red ribbon is tied around Influence. While Weordan is bound to you, he influences
her head, covering her eyes. your personality in one of the following ways:
Sign. A tiny sphere of light appears between your eyes. Personality Trait. I judge people by their actions, not their
Influence. While Elizah is bound to you, she influences words.
your personality in one of the following ways: Ideal. I will fervently oppose oppression and tyranny.
Personality Trait. I must be virtuous and protect the Weordan Vestigial Magic
innocent.
Ideal. All deserve a chance at redemption. Binder Level Spells
2nd earthen wardToM, stone pillarToM
Elizah Vestigial Magic
5th enlarge/reduce, rolling stoneToM
Binder Level Spells
9rd earthglideToM, ground slamToM
2nd bless, sanctuary
13th stone shape, stone skin
5th augury, see invisibility
17th commune with nature, wall of stone
9rd clairvoyance, spirit guardians
13th divination, private sanctum Vestigial Powers
17th commune, hallow While Weordan is bound to you, you gain access to the
following Vestigial Powers:
Vestigial Powers Empowered Build. You count as one size larger when
While Elizah is bound to you, you gain access to the following determining your carrying capacity and the weight you can
Vestigial Powers: push, drag, or lift.
Saintly Magic. You can cast sacred flame and Tremorsense. You have tremorsense with a range of 30
thaumaturgy at will. feet. Within that range, you can detect and pinpoint the origin
Maiden's Sight. You have blindsight with a range of 10 of vibrations, provided that the source of the vibrations is in
feet. Within that range, you can effectively see anything that contact with the same ground or substance. Tremorsense
isn’t behind total cover, even if you’re blinded or in darkness. can't be used to detect flying or incorporeal creatures.
Moreover, you can see an invisible creature within that range,
unless the creature successfully hides from you. Primary Powers
While Weordan is your Primary Vestige and is bound to you,
Primary Powers you gain access to the following Primary Powers:
While Elizah is your Primary Vestige and is bound to you, you Bulwark. After you take damage, you can use your reaction
gain access to the following Primary Powers: to gain temporary hit points equal to twice your binder level.
Blessed Fortitude. You have resistance to necrotic While you have these temporary hit points, you have
damage and are immune to disease. resistance to nonmagical bludgeoning, piercing and slashing
Divine Retribution. When you take damage from a damage. Once you use this Vestigial Power, you can't use it
creature within 60 feet of you that you can see, you can use again until you finish a short or long rest.
your reaction to rebuke with divine light back at it. The target Rooted. While you are conscious, you can't be moved or
must succeed a Constitution saving throw or take radiant knocked prone against your will.
damage equal to your binder level and become stunned until Vestigial Authority: Quaking Stomp. As an action, you
the end of its next turn. Once you use this Vestigial Power, can use your Vestigial Authority to stomp on the ground,
you can't use it again until you finish a short or long rest. producing powerful quakes. Creatures touching the ground
Vestigial Authority: Eyes of the Maiden. As an action, within 30 feet of you must make a Strength saving throw. On
you can use your Vestigial Authority to grant the Maiden's a failed save, a creature is knocked prone and takes 1d6 x
sight to any creatures of your choice within 30 feet of you that your proficiency bonus bludgeoning damage. On a successful
you can see. For 1 hour, the targets can't be surprised while save, a creature takes half as much damage and isn't knocked
they are conscious and can't be blinded. prone.

14
Azalea, the Final Bloom Elisha, the Wanderer
4th-tier Vestige 4th-tier Vestige
Not much is written of Azalea, aside from the fact that she Formerly an archfey, Elisha was known to be aloof and
was a famed assassin utilizing such potent poisons, that she avoid anything obligatory like the plague. Not much has been
even took on missions to slay otherworldly beings. Binder recorded about her, except from the fact that she shared a
scholars have no records on how she became a Vestige, but deep friendship with a certain clan of cloud giants, often
she is known to aid her binders take down prestigious visiting their flying castle. It is said that one day she simply
targets, fulfilling her relentless desire of carnage. disappeared from the Fey Courts, never to be found again,
Special Requirements. To bind Azalea, you must place an lost between worlds. As a Vestige, Elisha wants to see new
azalea flower on her seal. places and experience new things through her binders,
Manifestation. Azalea manifests as a female figure with urging them to constantly be on the move.
pale skin, fully clad in black leathers. Her rosy hair is neatly Special Requirements. To bind Elisha, you must softly
tied in a ponytail, and she constantly twirls a spectral knife in blow over her seal.
her hands. Manifestation. Elisha manifests as a woman of fey
Sign. Marks in the shapes of petals appear on your body. ancestry with short, light blue hair. She wears a long white
Influence. While Azalea is bound to you, she influences dress and seems to curiously take in everything around her.
your personality in one of the following ways: Sign. Your hair constantly seems to be blown by wind.
Influence. While Elisha is bound to you, she influences
Personality Trait. Elegance is a virtue I must uphold in all your personality in one of the following ways:
affairs.
Flaw. The final flicker of one, invigorates another's Personality Trait. The wonders of the world are fuel for
existence. the soul.
Ideal. So much to see, so little time. Growing roots is not
Azalea Vestigial Magic my thing.
Binder Level Spells
Elisha Vestigial Magic
2nd disguise self, entangle Binder Level Spells
5th invisibility, pass without trace 2nd expeditious retreat, longstrider
9rd gaseous form, stinking cloud 5th misty step, pass without trace
13th locate creature, greater invisibility 9th fly, water walk
17th cloudkill, hold monster 13th dimension door, freedom of movement
17th teleportation circle, tree stride
Vestigial Powers
While Azalea is bound to you, you gain access to the
following Vestigial Powers: Vestigial Powers
Poison Maker. You gain proficiency with the poisoner's kit. While Elisha is bound to you, you gain access to the following
Poison Resilience. You have resistance to poison damage Vestigial Powers:
and advantage on saving throws against being poisoned. Disappearing Act. You can cast misty step once, without
expending a spell slot or material components. You regain the
Primary Powers ability to do so when you finish a long rest.
While Azalea is your Primary Vestige and is bound to you, Hyper. Your speed increases by 10 feet.
you gain access to the following Primary Powers:
In the Shadows. While you are in dim light or darkness, Primary Powers
you can take the Hide action as a bonus action on your turn. While Elisha is your Primary Vestige and is bound to you, you
Corrosion. When you craft a poison with a poisoner's kit, gain access to the following Primary Powers:
you can choose to imbue it with Azalea's magical essence. If Free Spirit. Your speed can't be reduced and opportunity
you do, damage dealt by the crafted poison ignores attacks against you have disadvantage.
resistances and immunities to poison damage. The poison Portal Away. When you take damage, you can use your
loses this property 24 hours after being crafted, and once you reaction to magically teleport up to 60 feet to an unoccupied
imbue a poison with this Vestigial Power, you can't do so space you can see. Once you use this Vestigial Power, you
again until you finish a long rest. can't use it again until you finish a short or long rest.
Vestigial Authority: Midnight Kiss. When you hit a Vestigial Authority: Light as a Cloud. As a bonus action,
creature with a weapon attack, you can use your Vestigial you can use your Vestigial Authority to give a willing creature
Authority to deal poison damage to the target, in addition to you touch a flying speed equal to its walking speed for 1
the weapon’s damage. The extra damage is equal to 1d8 x minute.
your proficiency bonus. In addition, the target must succeed
on a Constitution saving throw or be poisoned for 1 minute.
The poisoned creature can repeat this saving throw at the
end of each of its turns, ending the effect on itself on a
success.

15
Andhavar, the Argent Winter Faramond, the Ashen Knight
5th-tier Vestige 5th-tier Vestige
Andhavar is mentioned in texts as a mighty silver dragon Faramond was a crusader from a kingdom long lost to
paladin of a draconic deity. The final task he undertook was history. Texts discuss how he possessed ample charm, as well
to defeat a horde of evil dragons that attempted to destroy a as unparalleled abilities in battle, always accompanied by his
city state under his protection, and he succeeded, smiting his loyal warhorse. Unfortunately, Faramond found a tragic end
foes with great fury. The battle, however, took its toll, and at the hands of the very Queen he served, after exposing her
Andhavar collapsed in front of the city's gates, leaving his last as a fiend in hiding. In the ensuing battle, as is said,
breath among the praying citizens. It would be his final act of Faramond smote his foe with strikes imbued by power
sacrifice and the pleads of the people that elevated his soul, divinely granted. However, upon its demise, the fiend
transforming it into a Vestige with the blessing of his deity. exploded in hellfire, dooming Faramond's fate. Unknown to
Now, Andhavar continues his life's work through his binders, most, some divine power saw Faramond's acts and took
sharing with them his power and wisdom. mercy upon his soul, allowing him to exist as a Vestige. In this
Special Requirements. To bind Andhavar, you must place new form, Faramond seeks to continue his crusade for
a silver piece on his seal. justice, the very flames of Hell now fueling his binders.
Manifestation. Andhavar manifests as a majestic silver Special Requirements. To bind Faramond, you must draw
dragon with celestial runes engraved on his scales. his seal with ashes.
Sign. Silver scales grow in patches of your skin. Manifestation. Faramond manifests as a knight in black
Influence. While Andhavar is bound to you, he influences plate. Instead of veins, rivers of lava emanate a ruby glow
your personality in one of the following ways: from beneath his ashen skin.
Sign. Your skin cracks at places, red light emanating from
Personality Trait. It's my duty to protect and guide others. within your physical form.
Ideal. My friends are the most sacred treasure. Influence. While Faramond is bound to you, he influences
Andhavar Vestigial Magic
your personality in one of the following ways:
Binder Level Spells Personality Trait. Order is paramount.
2nd glacial breathToM, heroism
Flaw. No quarter for the wicked.
5th ice blastToM, misty step Faramond Vestigial Magic
Binder Level Spells
9th freezing smiteToM, slow
2nd burning hands,hellish rebuke
13th control water, ice storm
5th branding smite, flaming sphere
17th cone of cold, divine visageToM
9th fireball, haste
Vestigial Powers 13th fire shield, wall of fire
While Andhavar is bound to you, you gain access to the 17th flame strike, profane weaponToM
following Vestigial Powers:
Argent Protector. When you or another creature you can
see within 30 feet of you makes a saving throw, you can use Vestigial Powers
your reaction to add your proficiency bonus to the roll. Once While Faramond is bound to you, you gain access to the
you use this Vestigial Power, you can't use it again until you following Vestigial Powers:
finish a short or long rest. Ashen Soul. You have resistance to fire damage.
Silver Wyrm's Resilience. You have resistance to cold Loyal Steed. You can cast phantom steed once, without
damage. expending a spell slot or material components. You regain the
ability to do so when you finish a long rest.
Primary Powers
While Andhavar is your Primary Vestige and is bound to you, Primary Powers
you gain access to the following Primary Powers: While Faramond is your Primary Vestige and is bound to you,
Freezing Strikes Your weapon attacks deal an extra 1d6 you gain access to the following Primary Powers:
cold damage on a hit. Burning Strikes. Your weapon attacks deal an extra 1d6
Ice Glare. You can cast hold person once, without fire damage on a hit.
expending a spell slot or material components. You regain the Fire to Ash. Damage you deal with weapon attacks
ability to do so when you finish a short or long rest. ignores resistance to fire damage.
Vestigial Authority: Lightfrost Breath. As an action, you Vestigial Authority: Flaming Fury. When you hit a
can use your Vestigial Authority to exhale a blast of ice and creature with a weapon attack, you can use your Vestigial
necrosis in a 60-foot cone. Each creature in that area must Authority to deal fire damage to the target, in addition to the
make a Constitution saving throw. On a failed save, a creature weapon’s damage. The extra damage is equal to 1d8 x your
takes 1d8 x your proficiency bonus radiant damage and its proficiency bonus. In addition, you gain temporary hit points
speed becomes 0 until the end of its next turn. On a equal to the amount of fire damage dealt.
successful save, a creature takes half as much damage and its
speed isn't reduced.

16
Kydurr, the Bloody Three Yakuto, the Exorcist
6th-tier Vestige 6th-tier Vestige
Long ago, three men delved deep beneath the world's A powerful ancient binder scholar and priest specialized in
surface, in an island now lost to time. There, they met a being abjuration, Yakuto is rumored to have sacrificed himself to
of non-existence, its eldritch energies transforming them into seal away a terrible demon that ravaged the material plane.
Vampyrs. The civilization existing on the island has since Ages later, the seal weakened enough for him to manifest as a
crumbled along with these three, but the thing residing in the Vestige and guide his fellow binders against the extraplanar.
ancient crypts stirs. Manifesting as a Vestige under the guise However, he is wary of his immortal enemy also being able to
of the three men, it seeks new life through binders brave influence the world.
enough to command its power, as well as to reclaim what was Special Requirements. To bind Yakuto, you must draw his
taken, when the Bloody Three were usurped. seal with a piece of glass.
Special Requirements. To bind Kydurr, you must pour a Manifestation. Yakuto manifests as an old man with gray
drop of your blood on their seal. hair and a long trimmed beard wearing a light blue kimono,
Manifestation. Kydur's manifestation is in the form of while talismans float around him.
three pale white figures with elongated limbs and no facial Sign. Incomprehensible scripts appear all over your body.
characteristics. They wear red cloaks and are holding hands, Influence. While Yakuto is bound to you, he influences
forming a triangle. your personality in one of the following ways:
Sign. Three crimson eyes appear on your forehead. Personality Trait. I speak in riddles, for truth must be
Influence. While Kydurr are bound to you, they influence earned.
your personality in one of the following ways: Ideal. I must maintain balance.
Personality Trait. I believe that those who do not adapt Yakuto Vestigial Magic
and evolve do not deserve to survive. Binder Level Spells
Flaw. Flesh is a prison I must free the world of.
2nd protection from evil and good, shield of faith
Kydurr Vestigial Magic
5th silence, spiritual weapon
Binder Level Spells
9th glyph of warding, magic circle
2nd blade of bloodToM, blood rushToM
13th banishment, resilient sphere
5th analyze bloodToM, blood wardToM
17th dispel evil and good, wall of force
9th blood boildToM, blood corrosionToM
13th drain vitalityToM, scarlet bondToM Vestigial Powers
17th bloodcurseToM, crimson thornsToM While Yakuto is bound to you, you gain access to the
following Vestigial Powers:
Vestigial Powers Supernatural Bane. You can cast spirit guardians once
While Kydurr are bound to you, you gain access to the without expending a spell slot or material components. You
following Vestigial Powers: regain the ability to do so when you finish a long rest.
Blood Sense. Unless you are incapacitated, you know the Uncanny Resilience. You have resistance to necrotic
exact locations of creatures with blood within 60 feet of you. damage.
Vampyr's Touch. You can cast vampiric touch once
without expending a spell slot or material components. You Primary Powers
regain the ability to do so when you finish a long rest. While Yakuto is your Primary Vestige and is bound to you,
you gain access to the following Primary Powers:
Primary Powers Enfeeble. As an action, you can force one celestial,
While Kydurr are your Primary Vestige and are bound to you, elemental, fey, fiend or undead that you can see within 30 feet
you gain access to the following Primary Powers: of you to make a Wisdom saving throw. On a failed save, it
Blood Seer. You can cast clairvoyance once without loses any damage resistances it might have until the end of its
expending a spell slot or material components. You regain the next turn. Once you use this Vestigial Power, you can't use it
ability to do so when you finish a short or long rest. again until you finish a short or long rest.
Regeneration. As a bonus action, you can expend a Scholar of the Supernatural. You have advantage on
number of your hit Hit Dice up to half your proficiency bonus, ability checks to recall or discern the lore, status and goals of
rolling them and regaining a number of hit points equal to the celestials, elementals, fey, fiend or undead, as Yakuto lends
total rolled. you his knowledge.
Vestigial Authority: Consume Life. As an action, you can Vestigial Authority: Banish the Extraplanar. As an
use your Vestigial Authority to drain the life out of the living. action, you can use your Vestigial Authority, and one celestial,
All creatures with blood within 30 feet of you must make a elemental, fey, fiend or undead of your choice that is within
Constitution saving throw. On a failed save, a creature takes 30 feet of you must make a Wisdom saving throw, provided
1d8 x your proficiency bonus necrotic damage, or half as that the creature can see or hear you. If the creature fails its
much damage on a successful one. In addition, you gain a saving throw, it is banished for 1 minute (as in the
number of temporary hit points equal to half the amount of banishment spell, no concentration required).
necrotic damage dealt.

17
Kavaxia, the Hellwyrm Vayu, the Elder Storm
7th-tier Vestige 7th-tier Vestige
Kavaxia was a red dragoness raised in the Hells, eventually Vayu was a great elemental beast that served as an avatar
becoming a great general. Naturally, another fiend saw a and envoy to a deity of storms. As a herald of the deity's will, it
threat in her status among the infernal hordes and framed brought weal and woe alike, sometimes striking down
her as traitor to the Lord of the Hells. However, upon her terrible creatures, other times sinking ships full of
time of punishment, the very plane itself seemed to react, unfortunate crews that had displeased its master. It is said
swallowing her form, leaving the Devil Court bewildered. that at some point, Vayu desired to be free from its duties,
Kavaxia now manifests as a Vestige through the will of the and flew high, into the astral sea, losing itself eternally
Hells, advising her binders on acts of conquest and cruelty. between the stars. Vayu manifests as a Vestige to binders that
Special Requirements. To bind Kavaxia, you must draw are willing to handle its destructive nature, urging them to be
her seal in freshly drawn blood. free and experience adventures.
Manifestation. Kavaxia manifests as red dragoness with Special Requirements. To bind Vayu, you must draw its
intense yellow eyes, bone spikes jutting from her body. Her seal under an open sky.
scales continually shift hues, creating the appearance of Manifestation. Vayu manifests as a feathered serpent
flowing lava, accompanied by an intense smell of brimstone. whose body is made of clouds, wind and lightning.
Sign. Two large, devilish horns sprout from the top of your Sign. Your eyes glow azure, and lightning sparks crackle
head and scales akin to Kavaxia's cover your lower face. around your body. Also, rain seems to never touch your form.
Influence. While Kavaxia is bound to you, she influences Influence. While Vayu is bound to you, it influences your
your personality in one of the following ways: personality in one of the following ways:
Personality Trait. Only absolute strength is rewarded. Personality Trait. I am only free under the open sky.
Loyalty and compassion are for the weak willed. Ideal. Destruction is the prologue of creation.
Flaw. What I see, belongs to me. Vayu Vestigial Magic
Kavaxia Vestigial Magic Binder Level Spells
Binder Level Spells 2nd crackling boltToM, thunderwave
2nd command, hellfire boltToM 5th gust of wind, levitate
5th hellfire chainToM, scorching ray 9th fly, lightning bolt
9th combustionToM, fear 13th electrocuteToM, ice storm
13th hellfire stormToM, wall of fire 17th commune with nature, lightning blastToM
17th dominate person, hellfire haloToM
Vestigial Powers
Vestigial Powers While Vayu is bound to you, you gain access to the following
While Kavaxia is bound to you, you gain access to the Vestigial Powers:
following Vestigial Powers: Lightning Strike. You can cast call lightning once without
Hellish Resilience. You are immune to fire damage. expending a spell slot or material components. You regain the
Profane Summoning. As an action, you can summon a ability to do so when you finish a long rest.
fiend of the devil type with a challenge rating up your Storm's Resilience. You have resistance to lightning and
proficiency bonus. It appears in an unoccupied space that you thunder damage.
can see within 30 feet of you, acts on your initiative and obeys
your commands for 1 minute, after which it returns to its Primary Powers
home plane. Once you use this Vestigial Power, you can't do While Vayu is your Primary Vestige and is bound to you, you
so again until you finish a long rest. gain access to the following Primary Powers:
Skylord. While outdoors, you have a flying speed equal to
Primary Powers your walking speed.
While Kavaxia is your Primary Vestige and is bound to you, Storm Aura. A creature that hits you with a melee attack
you gain access to the following Primary Powers: while within 5 feet of you takes lightning damage equal to
Fear Aura. Creatures of your choice that start their turns your Charisma modifier and must succeed on a Strength
within 10 feet of you must make a Wisdom saving throw, saving throw or be pushed 10 feet away from you in a straight
unless you are incapacitated. On a failed save, a creature is line.
frightened until the start of its next turn. Vestigial Authority: Storm Surge. As an action, you can
Vestigial Authority: Hellfire Breath. As an action, you can use your Vestigial Authority to discharge a sonic blast. Each
use your Vestigial Authority to exhale a blast of hellfire in a creature within 30 feet of you must make a Constitution
60-foot cone. Each creature in that area must make a saving throw. On a failed save, a creature takes 1d10 x your
Dexterity saving throw, taking 1d10 x your proficiency bonus proficiency bonus thunder damage and is stunned until the
fire damage on a failed save, or half as much damage on a end of its next turn. On a successful save, a creature takes
successful one. This fire damage ignores resistance to fire half as much damage and isn't stunned.
damage. Humanoids killed by this damage have their souls
funneled to the Hells, instantly reborn as lemure devils.

18
Ranethiel, the Compassionate Ussirdenth, the Alabaster Scourge
8th-tier Vestige 8th-tier Vestige
Once a powerful archangel, Ranethiel descended on the A former Dragonlord, Ussirdenth embraced the secrets of
material plane and gave up their very essence to save an lichdom as a means to extend his personal power by forming
entire kingdom from a fiendish invasion. Residual and a pact with a god of undeath and secrets. He was slain by a
fragmented, the spark of angelic grace they possessed now legendary warrior wielding a divine relic. However, his soul
resides inside their binders as a Vestige, guiding them survived, trapped between worlds due to the relic's magics
towards the path of piety and light. and unable to find the path back to his phylactery. As a
Special Requirements. To bind Ranethiel, you must draw Vestige, Ussirdenth offers dark and vile aid, while on the
their seal with holy water. lookout for a way to return to the physical world.
Manifestation. Ranethiel manifests as an androgynous Special Requirements. To bind Ussirdenth, you must
angelic figure with bronze skin and golden eyes, clad in white draw his seal with water that has touched the lips of a corpse.
linens. Their halo shines brightly atop their head, which is Manifestation. Ussirdenth manifests as the skeleton of a
framed by golden locks. gargantuan dragon, mystical runes carved on the surface of
Sign. A pair of angelic, feathered wings sprouts from your the bones and a deathly cold blue-colored flame shimmering
back, and a spectral halo manifests above your head. in the empty eye sockets of his skull.
Influence. While Ranethiel are bound to you, they Sign. Dark ice coats your body in various places, and the
influence your personality in one of the following ways: temperature within 10 feet of you drops significantly.
Influence. While Ussirdenth is bound to you, he influences
Personality Trait. To ease the suffering of others is to your personality in one of the following ways:
cleanse your own soul.
Ideal. I will leave no one behind. Personality Trait. I seek perfection and undisputable
power.
Ranethiel Vestigial Magic Flaw. Those who do not venerate me are undeserving of
Binder Level Spells my attention.
2nd cure wounds, sanctuary Ussirdenth Vestigial Magic
5th lesser restoration, warding bond Binder Level Spells
9th beacon of hope, revivify 2nd glacial breathToM, inflict wounds
13th death ward, private sanctum 5th hold person, ice blastToM
17th greater restoration, mass cure wounds 9th animate dead, sleet storm
13th blight, ice storm
Vestigial Powers 17th cone of cold, contagion
While Ranethiel are bound to you, you gain access to the
following Vestigial Powers:
Divine Resilience. You have resistance to radiant and Vestigial Powers
necrotic damage. While Ussirdenth is bound to you, you gain access to the
Revitalize. You can cast mass healing word once, without following Vestigial Powers:
expending a spell slot or material components. You regain the Dracolich's Resilience. You have resistance to cold and
ability to do so when you finish a long rest. necrotic damage.
Rise. You can cast animate dead once, without expending
Primary Powers a spell slot or material components. You regain the ability to
While Ranethiel are your Primary Vestige and are bound to do so when you finish a long rest.
you, you gain access to the following Primary Powers:
Angelic Wings. You have a flying speed of 60 feet. Primary Powers
Celestial Protection. When a creature within 30 feet of While Ussirdenth is your Primary Vestige and is bound to
you takes damage, you can use your reaction to magically you, you gain access to the following Primary Powers:
take that damage, instead of that creature taking it. This Among the Accursed. You know the exact location of all
Vestigial Power doesn't transfer any other effects that might undead creatures within 100 feet of you while you are
accompany the damage, and this damage can't be reduced in conscious. In addition, undead creatures are not hostile
any way. against you unless you provoke or harm them.
Vestigial Authority: Healing Surge. As an action, you can Magic Resistance. You have advantage on saving throws
use your Vestigial Authority to release a burst of healing against spells and other magical effects.
energy. Non-construct, non-undead creatures of your choice Vestigial Authority: Necrofrost Breath. As an action, you
within 30 feet of you regain hit points equal to your binder can use your Vestigial Authority to exhale a blast of ice and
level and are freed from any curse, disease, poison, blindness, necrosis in a 60-foot cone. Each creature in that area must
or deafness. make a Constitution saving throw. On a failed save, a creature
takes 1d10 x your proficiency bonus necrotic damage and is
restrained until the end of its next turn. On a successful save,
a creature takes half as much damage and isn't restrained.

19
Elbalar, the Timelord Untagesh, the Dreamer
9th-tier Vestige 9th-tier Vestige
The greatest mage of his generation, Elbalar possessed Untagesh is a being beyond the understanding of mortality,
unparalleled skill in the manipulation of time. During the and scholars that have tried to go beyond simply borrowing
climax of a war with cosmic consequences, he forfeited his its powers often end up lunatics or dying of sleep deprivation.
existence, turning his own life into magic to cast an epic spell, Nevertheless, the Dreamer lends its powers to binders as a
successfully altering his world's timeline. His very soul Vestige, its ultimate goals unknown.
fragmented, he now exists as a Vestige between realities, Special Requirements. To bind Untagesh, you must sing a
manifesting through his binders as a being beyond time itself. lullaby while drawing its seal.
Special Requirements. To bind Elbalar, you must tell one Manifestation. Untagesh manifests as a gray skinned,
of your fondest memories while drawing his seal. headless humanoid. Above its neck hovers a perfectly smooth
Manifestation. Elbalar manifests as a tanned and tall elf dark sphere, shadows in the shapes of faces dancing beneath
with long, unkempt gray hair, wearing white robes. A pitch its surface.
black sphere orbits him, emitting a low hum. Sign. You don't have a shadow or blink. Also, when you
Sign. No alteration appears on your physical form, but you speak, creatures that can hear you experience your voice
sometimes seem to phase in and out of existence. alternating from whispers to soul piercing screams.
Influence. While Elbalar is bound to you, he influences Influence. While Untagesh is bound to you, it influences
your personality in one of the following ways: your personality in one of the following ways:
Personality Trait. If I face chaos with unbreakable will, Personality Trait. I want to understand the things a mortal
order shall emerge. really shouldn't.
Flaw. If you waste my time, I'm gonna lose it. Flaw. It is my right to shape the world.
Elbalar Vestigial Magic Untagesh Vestigial Magic
Binder Level Spells Binder Level Spells
2nd feather fall, identify 2nd charm person, sleep,
5th blur, mirror image 5th augury, detect thoughts
9th haste,slow 9th clairvoyance, hypnotic pattern
13th banishment, dimension door 13th fabricate, phantasmal killer
17th greater restoration, legend lore 17th creation, telekinesis

Vestigial Powers Vestigial Powers


While Elbalar is bound to you, you gain access to the While Untagesh is bound to you, you gain access to the
following Vestigial Powers: following Vestigial Powers:
Beyond. You have truesight out to a range of 120 feet. In Alien Mind. Your thoughts can't be read by telepathy or
addition, you can give yourself a bonus to your initiative rolls other means unless you allow it, and you are immune to
equal to half your binder level. psychic damage.
Ethereal. You can move through other creatures and Telepathy. You can communicate telepathically with any
objects as if they were difficult terrain. You take 1d10 force creature you can see within 60 feet of you, whether or not you
damage if you end your turn inside an object. have a common language.
Primary Powers Primary Powers
While Elbalar is your Primary Vestige and is bound to you, While Untagesh is your Primary Vestige and is bound to you,
you gain access to the following Primary Powers: you gain access to the following Primary Powers:
Extra Time. On your turn, you can take an additional Sleepwalker. Magic can't put you to sleep, and while
action. Once you use this Vestigial Power, you can't use it sleeping you are not considered unconscious.
again until you finish a long rest. Vivid Dreams. You can cast dream once, without
Unbound. You can't be affected by transmutation spells expending a spell slot or material components. You regain the
unless you wish to be. ability to do so when you finish a short or long rest.
Vestigial Authority: Alter Reality. When you or a creature Vestigial Authority: Share the Dream. As an action, you
you can see within 30 feet of you makes an attack roll, an can use your Vestigial Authority to share Untagesh's dream.
ability check, or a saving throw, you can use your reaction to Creatures of your choice within 30 feet of you must make a
ignore the die roll and decide whether the number rolled is Wisdom saving throw. On a failed save, a creature takes 1d10
the minimum needed to succeed or one less than that x your proficiency bonus psychic damage and is incapacitated
number (your choice) . until the end of its next turn. On a successful save, a creature
takes half as much damage and isn't incapacitated. In
addition, you regain a number of hit points equal to the
psychic damage dealt.

20
Subclass Template Creating or Scaling Vestiges
1st Level Bonus Proficiencies You might want to scale a Vestige to a higher tier
This feature should provide either martial-inclined due to roleplaying reasons and your player
proficiencies or a proficiency in line with the subclass's developing a special relationship with that Vestige,
spellcasting theme. or you might want to introduce your own Vestiges
that fit your setting's story. Consult the following
to create a new Vestige or scale one.
1st Level Defining Feature
This feature should introduce the core mechanic of the Vestige Name, Title
subclass. If it works with uses, it should be /short or long rest Vestige Tier
uses, and interact with Well of Anima for more uses. Brief description of the Vestige's story, reflected
by the Vestige's alignment.
5th level Feature Special Requirements. Any special requirements
to bind the Vestige, appropriate for its lore.
Either Extra Attack if the subclass is clearly martial oriented Manifestation. A brief visual description of the
and got proficiency with martial weapons at 1st level, or a Vestige.
feature that ups the subclass's damage output to be on par Sign. The Sign the Vestige leaves on its binder.
with Extra Attack. Influence. The influence the Vestige exerts on its
binder while bound. Include one Personality Trait
and one Ideal or Flaw.
7th level Feature
A boost for the subclass, preferably interacting with its core Vestigial Magic
mechanic gained at 1st level. Include a list of thematic spells the Vestige
provides when it's a Primary Vestige, following the
13th level Feature procedure on pre-written Vestiges regarding
correspondence between binder and spell levels.
A feature that improves the class's core playstyle, interacting
with the subclass's niche. Vestigial Powers, Primary Powers,
Vestigial Authority
17th level Feature Generally, a Vestige should grant its binder two
Take out the big guns. Should be the 9th-level spell, Paladin Vestigial Powers. It should also provide two
transformation-esque equivalent, 1/day for free, and then cost Primary Powers, and a thematic Vestigial Authority,
5 anima points to be used again. No direct damaging in the case that it becomes the binder's Primary
features, but something that vastly enhances the core Vestige.
playstyle of the subclass and makes the binder a "paragon" of In addition, if a Vestigial Power allows the binder
to cast a spell, the spell's level should be equal to
what they represent. or less than half the Vestige's tier (rounded up) .
Such a spell should not require material
Multiclassing and the Binder components or spell slots and be allowed a free
casting once per long rest rest, unless it's a cantrip
If your group uses the optional rule on or a spell for roleplaying purposes. Furthermore, a
multiclassing, here's what you need to know if you Vestigial Authority that deals damage should have
choose binder as one of your-classes. that damage scale with the binder's proficiency
Ability Score Minimum. As a multiclass character, bonus.
you must have at least a Strength or Dexterity Consult the following table for guidelines on the
score of 13, and a Charisma score of 13 to take a do's and don'ts of Vestige design.
level in this class, or to take a level in another class
if you are already a binder. Vestige Resistances/ Vestigial Authority
Proficiencies Gained. If the binder isn't your initial Tier Immunities Damage Die
class, here are the proficiencies you gain when you
1-3rd No/No d6
take your first level as a binder: light armor,
medium armor, shields, calligrapher's supplies, one 4-6th Yes/No d8
skill from the binder class skill list.
7-9th Yes/Yes d10

21
Optional Rule: We're not Done Yet Other items for Binders
As a GM, you might want a villain to accomplish something in Binders have very varied playstyles, but they can always
the world, only for them to fall to the party's efforts. Or, you benefit from items that provide a bonus to attack and
might want a valiant hero that was lost in a dramatic fight to damage rolls, as well as AC and saving throws.
return to serve their duty once more. Should you include the As the Binder is a d8 class, it can be hard to deal with an
binder in your games, there is a window of opportunity for instance of a large amount of damage, even with a use of
these types of characters to come back in a dramatic way. Anima Ward. Consider giving a binder character items
What's a Vestige? Generally speaking, a Vestige is the that can increase their durability or, if you want to make a
residue of a being that almost attained divinity, but it wouldn't custom item, something that can increase their defense
be wrong to include other creatures in this category. Perhaps through Anima Ward.
a powerful lich was slain by the party and could not find the Depending on the build of a binder character, they can
way to its phylactery due to some reason, or a supernatural range from SAD (Charisma dependant), to MAD
being that fell to the heroes was banished from its home (Charisma, Constitution and Strength/Dexterity
plane for its failure and put in a dormant state. Additionally, a dependant) . Items that provide bonuses to their ability
paladin that fell to a demonic horde might want to return to scores or set them to a 19 are always welcome and can
the material plane to finish the duty bestowed upon them, or offset some of the madness that is mapping out a viable
a pious saint might grant a binder possessing its relic some build through 18 Vestiges with multiple combinations.
Depending on their subclass and bound Vestiges of
strength from beyond the grave. In such cases, you could turn choice, a binder can cover a wide variety of party roles,
these characters into Vestiges by consulting the "Creating or from striker, to defender, to buffer/debuffer etc. Consider
Scaling Vestiges" sidebar, and offer a binder character or an how a binder character utilizes their Action through play.
NPC the opportunity to utilize their power through a pact or Are they attacking, casting, or using utility features
deal. mostly? If you wish to grant a Binder a magic item, it
Should you choose to do so, a rule of thumb to calculate or should compliment their chosen style of play. Be warned
aim for the tier of a character-turned Vestige is half the though, that style could change with their next level
character's Challenge Rating (rounded down), or half the bringing in a new Primary Vestige, so consult your players
character's total character levels (rounded down), should they on their plans.
possess character levels. This way, you can even bring back
old characters as Vestiges, or grace old villains and heroes Disclaimer
with a last chance at glory or redemption.
Contracts and Pacts. If you introduce a Vestige in your Chronicle of Heroes is not responsible for unethical
campaign in such a way, consider whether you want the utilization of Vestiges or their influence. If Elyrun makes you
Vestige to be a permanent addition to a binder's arsenal, or a steal from your party, the blame lies with you and what your
temporary ally or enemy. In the first case, the binder binding character would do.
this Vestige should still adhere to the rules in the Soulbinding The binder class is created by Chronicle of Heroes, so even
feature concerning how many Vestiges they can contract at a if you bind Kavaxia, seeing this doesn't mean it belongs to
time, but you could offer to switch one of their contracts for you.
the new Vestige. In the second case, you might bend the rules
slightly and allow the binder to contract the new Vestige even Fan Content Policy
if that would bring their number of contracts beyond their
maximum. This work is unofficial Fan Content permitted
under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
Binder Items materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.
Anima Conduit
Wondrous item, uncommon (+1) , rare (+2) , very rare (+3)
(requires attunement by a binder)
This trinket is infused with anima through the ages, as it
was wielded by many binders. While you wear, hold or carry
the trinket, you gain a bonus to spell attack rolls and to your
binder spell save DC. The bonus is determined by the
trinket's rarity.
In addition, when you roll any Hit Dice to recover hit points
while you are carrying the trinket, you can regain 5 anima
points. This property of the trinket can't be used again until
the next dawn.

22
Binder v.1.0
Bind entities lost between worlds to your soul
and unleash their esoteric powers with this new
class.
Created by u/ChronicleOfHeroes
Spells referenced with the ToM superscrript
come from the following documents:
Champions of the Frozen North
Tome of Blood
Complete Divine Player's Guide
Occultist Class
You can also find all of the spells referenced
in this document in one place, the Tome of
Magic, available to our Patrons!
Disclaimer: We don't own any of this wonderful
art. We urge you to check out the great artists
credited below, and support them in any way
possible! The art in this document is copyright
Wizards of the Coast and used under the Fan
Content Policy.
Art Credits in order of appearance:
Front and Back Cover: Dragon Whisperer - Chris
Rallis
Page 1: Spirit Bonds - Willian Murai
Page 4: Culmination of Studies - Bryan Sola
Page 6: Swiftblade Vindicator - Viktor Titov
Page 7: Markov Purifier - G-host Lee
Page 9: Shadowstorm Vizier - Yongjae Choi
Page 10: Killian, Ink Duelist - Ryan Pancoast
If you like our work, you can find even more
of our homebrew material and support us
through our Patreon .
In addition, you can join our Discord
community to discuss with us and stay up to
date with our next plans.

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