Complete Binder (2-22-23)

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Complete

Binder

Mage Hand Press


Table of Contents
Chapter 1: Binder................................................................................................................................................................................. 3
Class Features.....................................................................................................................................................................................4
Minor Spirits.......................................................................................................................................................................................6
Esoteric Cults ....................................................................................................................................................................................8
Chapter 2: Vestige Codex...............................................................................................................................................................14
1st-Level Vestiges.........................................................................................................................................................................15
Bluetongue, the Trickster..................................................................................................................................................15
Dyogena, the Spear of Sin.................................................................................................................................................16
Gyx, the Storyteller...............................................................................................................................................................16
K’Sir, Thief Primeval.............................................................................................................................................................17
Lexicon, the First Word......................................................................................................................................................18
2nd-Level Vestiges.......................................................................................................................................................................19
Asklepios, the Physician.....................................................................................................................................................19
Hou Yi, the Archer................................................................................................................................................................19
Tilo, the Colossus..................................................................................................................................................................20
3rd-Level Vestiges........................................................................................................................................................................21
Evocatia the Red....................................................................................................................................................................21
Orzi, the Maimed Duelist .................................................................................................................................................21
Rostam, Armor Infernal .....................................................................................................................................................22
4th-Level Vestiges........................................................................................................................................................................23
La Diablesse, the Devil Woman......................................................................................................................................23
Nezare, the Broken One.....................................................................................................................................................23
Tyche, the Luck Thief...........................................................................................................................................................24
5th-Level Vestiges........................................................................................................................................................................26
Elozahr the Blue.....................................................................................................................................................................26
Korine, the Displaced..........................................................................................................................................................27
Vortirrackt, the Outsider....................................................................................................................................................28
6th-Level Vestiges........................................................................................................................................................................29
Methuselah, Eldest Dead...................................................................................................................................................29
Mr. Joe, Master Puppet.......................................................................................................................................................30
Remus, Firstborn of the Wolf..........................................................................................................................................30
7th-Level Vestiges........................................................................................................................................................................32
Hammurabi, the Lawbringer.............................................................................................................................................32
Sariel, the Fell Angel.............................................................................................................................................................33
8th-Level Vestiges........................................................................................................................................................................33
Carthin, the Runebreaker...................................................................................................................................................33
Döpple, the Archivist...........................................................................................................................................................34
9th-Level Vestiges........................................................................................................................................................................35
Erebus, The Shadow Interminable.................................................................................................................................35
Qadir, the Damned Djinn...................................................................................................................................................36
Forgotten Vestiges........................................................................................................................................................................37
Palette, Inventor of Color...................................................................................................................................................37
Feng Meng, Monster Hunter............................................................................................................................................38
Sissiro, Shrewd Serpent......................................................................................................................................................38
En-Irok, The Absence ..........................................................................................................................................................39
Seven O’ Seven, the Temporal........................................................................................................................................40
Chapter 3: Variant Rules...............................................................................................................................................................41
Credits
Lead Designer Michael Holik
Additional Design Alexander Binns
Editor Tony Casper
Cover Illustrator Mariana Livraes
Interior Illustrations Mariana Livraes, Lucas
Ferreira CM, Jordy Knoop, Martin Kirby

On the Cover
Mariana Livraes illustrates a binder performing
a summoning ritual, conjuring a bestial minor
spirit to her aide.

Mage Hand Press and their associated logos are Disclaimer: All the vestiges in this book are fictitious,
trademarks of Mage Hand Press LLC and no relationship with actual persons (living
© 2021 Mage Hand Press LLC. All Rights Reserved. or deceased) should be inferred. Also, original
Printed in China – Jan 2023 character, do not steel. If u don’t like, dont read.
ISBN 978-1-7357079-2-1
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper
names (characters, place names, deities, etc.), new rules, classes, plots, story elements, locations, characters,
races, monsters, artwork, graphics, maps, sidebars, and trade dress. (Elements that have previously been
designated as Open Game Content or are in the public domain are not included in this declaration.)
Open Content: The Open content in this book includes material taken from the Systems Reference Document.
No other portion of this work may be reproduced in any form without permission.
Complete Binder is published by Mage Hand Press LLC under the Open Game License version 1.0a. Copyright
2021 Mage Hand Press LLC. All Rights Reserved
MAGE HAND PRESS
www.magehandpress.com
Chapter 1: Binder
When he finally spoke, it was with the voices of several A Soul Fractured
beings at once, overlapping in an unnatural harmony.
In order to harbor a vestige, a binder must divide their
But the most prominent voice was gruff and confident,
very soul and offer part of it to the vestige for residence.
which he used to lull his targets into complacency
Sharing their soul in this way leaves profound marks
seconds before he struck with a hidden dagger. By the
as the vestige pushes its way into reality: it influences
next morning, the gruff, independent voice was gone,
its binder’s personality and usually warps their body
instead replaced with a profound melancholy. He also
in accordance with the vestige’s esoteric form. Last but
discarded the daggers in favor of a sturdy spear and
not least, the soul itself is permanently fractured, which
imposing armor. The day after that, he struck an air
could have unforeseen consequences in the afterlife.
of erratic rage, and he abandoned weapons altogether
It is for this reason that binding magic is usually
in favor of eldritch flame. Each morning, he woke up
forbidden.
anew, possessed by other new infernal spirit, dead god,
Skilled binders learn to break their soul into
or forgotten sinner.
smaller and smaller pieces to bind greater and more
Binders are students of soul magic, an ancient and
numerous spirits. At their pinnacle, a binder can wield
forbidden art that allows them to call to entities that
magic of ancient, forgotten gods while swinging the
live beyond the known planes, in the spaces between
blades of legendary heroes, but their voice becomes
worlds. Through this specialized magic, binders can
quiet among the clamor of disparate spirits and their
draw these entities into their own souls to steal their
soul is relegated to but a fraction of their persona.
power—though not always without a price.

Beyond Reality Creating a Binder


As you make your binder character, spend some time
Binders learn to cast their minds into the Void between
thinking about your relationship to your vestiges, and
planes, to search the abyss there for beings that will
the extent to which you allow them to influence your
answer their call. These beings—called vestiges—
personality. How did you learn about the mysterious
are remnants of powerful spirits residing in the
vestiges, and do you have a special relationship with
nothingness outside of reality, which is born from the
any of them? What drew you to your first summoning?
last echoes of the world’s creation and from energies
How do you view your own soul, given that you allow
that leak out of the planes.
other spirits to take up residence within it?
Vestiges are born of dead gods and tragic heroes,
Work with your GM to determine what role
but their forms, personalities, and motivations are
vestiges and other binders will play in your campaign.
shaped by the whims of remembrance. Righteous
As a binder, you can redefine your role in the
spirits that are remembered as villains develop a
adventuring party—daily, if desired. There is also
fiendish aspect and sinister overtones, while those
the possibility that your appearance and your very
who are forgotten fade over millennia into the Void’s
personality will flex with different vestiges holding sway
static. Mercifully, binder scholars record and preserve
over your soul. How do you and your adventuring party
the original, often apocryphal, tales of these vestiges’
confront this, and how do you handle the physical traits
origins, allowing them to persist longer in the Void.
presented by your vestiges? Do you hide these signs,
Because vestiges are deprived of all sensation in
for fear of public retribution? Or do you flaunt them,
the Void, they crave any small taste of reality, and will
embracing the power that they offer you?
answer the call of any binder powerful enough to draw
them forth. Binders can merge a portion of their soul Quick Build
with a vestige in exchange for some of the power that To make a binder quickly, consider the following
vestige commanded in life. suggestions: make Charisma your highest stat, followed
by a medium balance of Constitution, Strength, and
Dexterity. Because you can take any party role, you
should be prepared to change your hat on a moment’s
notice. Lastly, choose any background.

1: Binder mage hand press 3


The Binder
Proficiency
Level Bonus Features Vestige Level Vestiges Bound
1st +2 Soul Binding 1st 1
2nd +2 Minor Spirits, Rebinding 1st 1
3rd +2 Esoteric Cult, Suppress Sign 2nd 1
4th +2 Ability Score Improvement 2nd 1
5th +3 Minor Spirits (3) 3rd 2
6th +3 Ability Score Improvement 3rd 2
7th +3 Esoteric Cult feature 4th 2
8th +3 Ability Score Improvement 4th 2
9th +4 Adamant Mind 5th 2
10th +4 Esoteric Cult feature 5th 2
11th +4 — 6th 3
12th +4 Ability Score Improvement 6th 3
13th +5 Minor Sprits (4) 7th 3
14th +5 Esoteric Cult feature 7th 3
15th +5 Rebinding improvement 8th 3
16th +5 Ability Score Improvement 8th 3
17th +6 — 9th 4
18th +6 Minor Spirits (5) 9th 4
19th +6 Ability Score Improvement 9th 4
20th +6 Voidsoul 9th 4

Equipment
Class Features You start with the following equipment, in addition to
As a binder, you gain the following class features. the equipment granted to you by your background:
Hit Points • A light crossbow, 20 bolts, and any simple weapon
Hit Dice: 1d8 per binder level • (a) scale mail or (b) leather armor
Hit Points at 1st Level: 8 + your Constitution • 10 pieces of chalk and a component pouch
modifier • (a) a scholar’s pack or (b) a dungeoneer’s pack
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per binder level after 1st Soul Binding
Proficiencies In your studies, you have uncovered the means to
Armor: Light armor, medium armor pierce the veil of the planes and call to what lives
Weapons: Simple weapons beyond. You learn how to summon a vestige and bind it
Tools: None to your soul.

Saving Throws: Wisdom, Charisma Binding Ritual


Skills: Choose two skills from Arcana, Deception, You can spend 10 minutes conducting a special binding
History, Insight, Investigation, Persuasion, and ritual, which entails drawing the signs of vestiges in
Religion chalk, calling each by name, and performing other,
more esoteric acts. During this ritual, vestiges manifest
tangible signs as they press against the boundaries of
reality and find purchase within your soul.

4 1: Binder mage hand press


Minor Spirits
Beginning at 2nd level, you can use the runoff energy
from your binding ritual to enlist two minor spirits to
your service, selected from the Minor Spirits list. These
spirits manifest faintly around you, though you can
cause them to become invisible or return to visibility
once on each of your turns (no action required).
At 1st level, you can bind one vestige. You can bind You can bind additional spirits to your service as
more vestiges at higher levels, as shown in the Vestiges you gain additional levels in this class, as shown on the
Bound column of the Binder table. Unless otherwise Binder table. When you gain a level in this class, you
specified, you can only bind vestiges whose combined can choose to replace a minor spirit enlisted to you
level is no greater than your binder level. with another.
Vestiges remain bound until you finish a long rest.
Once you perform a binding ritual, you can’t do so Rebinding
again until you finish a long rest. Starting at 2nd level, you can use your action to
Spellcasting Ability perform a modified version of the binding ritual,
Charisma is your spellcasting ability for all spells and allowing you to expel a bound vestige early and bind
features granted to you by your vestiges, since you another vestige of equal or lower level in its place. Any
command the power of your vestiges through your very effects created by a dismissed vestige immediately end.
soul. You use your Charisma whenever such a spell Once you use this feature, you can’t use it again until
refers to your spellcasting ability. In addition, you use you finish a long rest.
your Charisma modifier when setting the saving throw Starting at 15th level, you can rebind two vestiges
DC for a spell or feature granted to you by one of your instead of one when you use this feature.
vestiges, and when making an attack roll with such a Esoteric Cult
spell or ability.
Starting at 3rd level, you align yourself with an esoteric
Vestige save DC = 8 + your proficiency bonus cult, a secretive organization of binders bound together
+ your Charisma modifier by similar motives and shared mystic knowledge.
Spell attack modifier = your proficiency Choose one of the cults presented at the end of the class
bonus + your Charisma modifier description. Your choice in cult grants you features at
3rd level, and again at 7th, 10th, and 14th level.

1: Binder mage hand press 5


Suppress Sign Minor Spirits
Also at 3rd level, you can use your action to conceal These minor spirits are presented in alphabetical order.
all Trait features offered by your bound vestiges. All If a minor spirit calls for an attack roll, it uses your spell
physical signs created by these Traits vanish, but you attack bonus, and if it calls for a saving throw, it uses
can’t use any Trait features until you use your action to your vestige save DC.
reveal your vestiges’ Traits.
Blade Spirit
Ability Score Improvement The remnants of an intelligent item’s soul, a blade
When you reach 4th level, and again at 6th, 8th, 12th, spirit manifests as a faint, ethereal weapon. As a bonus
16th, and 19th level, you can increase one ability action, you can make a melee spell attack with it against
score of your choice by 2, or you can increase two a target within 5 feet of you, dealing 1d8 slashing
ability scores of your choice by 1. As normal, you can’t damage on a hit.
increase an ability score above 20 using this feature. Additionally, you can use your action to transform
your blade spirit into a shield or melee weapon with
Adamant Mind which you are proficient or return it to its normal form.
At 9th level, your experience in sharing your soul with You can’t make a melee spell attack with your blade
otherworldly entities has taught you how to guard spirit while it is transformed.
your thoughts and punish those that dare to influence
them. You have advantage on saving throws against Chill
being charmed, frightened, or possessed, and against A chill is a minor elemental spirit resembling a
any effect that would sense your emotions or read your multifaceted snowflake. As a bonus action, you
thoughts. can make a ranged spell attack with it against any
Additionally, when you succeed on a save against creature within 30 feet of you, dealing 1d6 cold
such an effect caused by a creature, the creature that damage on a hit.
created the effect takes psychic damage equal to your Additionally, as an action, you can also use the
binder level + your Charisma modifier. chill to freeze a handheld object, create an icicle, or
extinguish a torch or small campfire.
Voidsoul Glitch
By 20th level, your soul is so cracked from its
Abruptly shifting and flashing, the glitch is a time-lost
inhabiting vestiges that you can surrender the last sliver
spirit from a distant era. As a bonus action, you can
of your soul to the Void for a time. As a bonus action,
make a ranged spell attack with it against any creature
you can bind an additional vestige of your choice of 3rd
within 120 feet of you, dealing 1d4 force damage on
level or lower for 1 minute. This vestige doesn’t count
a hit. The glitch ignores half cover and three-quarters
against the total number or level of vestiges you can
cover as it clips through solid objects.
bind.
Once you use this feature, you can’t use it again Grue
until you finish a long rest. A ravenous spirit that haunts dark places, the grue
is feared for its stealth and acidic saliva. As a bonus
action, you can use the grue to force a creature you
can see within 15 feet of you to succeed on a Dexterity
saving throw, taking 1d6 acid damage on a failed save.
BINDERS AS SPELLCASTERS If the target is in darkness, it has disadvantage on its
A binder conjures up their magic from the deepest saving throw.
pits of their souls, in much the same way that a
creature with innate magic does. Despite this, Haunt
binders are still considered spellcasters for the A haunt is a spirit of regret or woe that persists long
purposes of spells and effects that target them. after its death. As a bonus action, you can use the haunt
Similarly, all effects granted to them by vestiges, to force a creature you can see within 30 feet of you
including the vestige traits, cease while in an
to succeed on a Dexterity saving throw, taking 1d6
antimagic field or similar effect.
Furthermore, spells offered by a vestige are necrotic damage on a failed save.
cast at their lowest level, unless otherwise specified.

6 1: Binder mage hand press


Additionally, as an action, you can use the haunt to Spark
project faint, ethereal noises or create up to four ghostly A spark is a minor elemental spirit resembling a small
lights that shed dim light in a 10-foot radius and move blue bolt of crackling lightning. As a bonus action,
as you direct. These effects must remain within 30 feet you can make a ranged spell attack with it against any
of you, and they last until the start of your next turn. creature within 30 feet of you, dealing 1d6 lightning
Lantern damage on a hit. You can repeat this attack roll against
a second target within 5 feet of the first if both targets
A minor divine spirit of pure goodness, a lantern
are wearing metal armor.
manifests as a fist-sized ball of light. As a bonus action,
you can use the lantern to force a creature you can see Strange
within 30 feet of you to succeed on a Dexterity saving The shifting, incomprehensible form of a strange must
throw, taking 1d6 radiant damage on a failed save. originate in a far-off dimension whose rules differ from
The lantern sheds bright light in a 20-foot radius our own. As a bonus action, you can use the strange
and dim light for an additional 20 feet. You can use to force a creature you can see within 60 feet of you to
your action to double its radius of bright and dim light succeed on a Wisdom savingthrow, taking 1d4 psychic
until the start of your next turn. damage on a failed save.
Stone As an action, you can use the strange to cloud the
thoughts of a creature within 30 feet of you with bizarre
A stone is a rocky, hovering elemental spirit, the
images, making it impossible for its thoughts to be read
smallest unit of living elemental earth. As a bonus
or for it to communicate telepathically until the end of
action, you can make a melee spell attack with it against
your next turn.
a target within 5 feet of you, dealing 1d8 bludgeoning
damage on a hit. Torchling
Alternatively, you can throw the stone up to 30 feet A torchling is a flickering, living flame, a minor
as an improvised weapon. After being thrown, the stone elemental spirit of elemental fire. As a bonus action,
returns to you at the end of your turn. you can make a ranged spell attack with it against any
creature within 60 feet of you, dealing 1d6 fire damage
on a hit.

1: Binder mage hand press 7


Additionally, as an action, you can use the
torchling to start a fire, melt snow or ice, or boil water. Esoteric Cults
Cults of binders are founded on forbidden, lost, or
Totem
transgressive knowledge. While some cults meet
A totem is a manifestation of an animal spirit. As a regularly in secret, assembling in private lodges or
bonus action, you can make a melee spell attack with covert hideaways, others do not meet at all, its members
the totem’s bite against a target within 5 feet of you, united only by a shared philosophy or obscure
dealing 1d8 piercing damage on a hit. dogma. Each cult keeps its own mysterious rituals for
Additionally, you can use your action to channel induction, proceedings, and most importantly, binding.
your totem’s animal instincts, allowing you to make a As these occult secrets are passed to binder initiates,
Wisdom (Perception) check that relies on smell with they can master new, enigmatic powers unknown to all
advantage. but their order.
Wisp
This wisp is a faintly glowing spirit of capricious fey
The Avatarists
energy that produces poisonous spores. As a bonus All binders call to their vestiges from the howling
action, you can use the wisp to force a creature you can Void, but only the Avatarists bring them into physical
see within 15 feet of you to succeed on a Constitution form, outside their very bodies. Doing so is an ancient
saving throw, taking 1d8 poison damage on a failed discipline, harnessing the very magic which conjures
save. fiends from the underworld; as with all the other secrets
The wisp shines light as a torch. As an action, you of binding, conjuring an avatar is heresy of the highest
can cause the wisp and its light to be visible only to magnitude. Those that manage this feat may join the
yourself until the end of your next turn. ranks of the avatarists, a selective legion of binders who
combat others using only manifestations of their spirits.
Such combat is a battle of wits as much as a physical
brawl, for a fraction of any injury bestowed upon an
avatar is in turn laid on the binder.
Summon Avatar
Beginning when you join this cult at 3rd level, you can
use your bonus action to manifest an avatar of your
vestiges—a tangible spirit that appears within 5 feet
of you, tethered to you by a ghostly cord. The avatar
is a Medium undead with ability scores equal to your
own and an Armor Class equal to 10 + your Dexterity
modifier + your Charisma modifier. It appears as an
amalgamation of all your bound vestiges.
The avatar doesn’t have hit points, but you take
the damage it would take as if it had resistance to all
damage. It vanishes if you fall unconscious or if you
dismiss it as a bonus action.
On your turn, you can command the avatar to fly
up to 30 feet (no action required). It instantly appears
at your side it is ever more than 60 feet away from you.
You can make one or more of your attacks through the
avatar when you take the Attack action on your turn.
The avatar conjures a spectral duplicate of any weapon
you are holding, which uses your attack bonus. It has
the same damage die and deals force damage instead of
bludgeoning, piercing, or slashing damage. You can use
your reaction to make an opportunity attack through
your avatar when a creature moves out of its reach.

8 1: Binder mage hand press


Your avatar benefits from all your vestige
abilities as if it had them bound. When you cast
a spell or use a vestige feature, you can choose to
deliver it through your avatar, as if it was the
origin of the effect.
Spirit Transposition
By 7th level, you can use your bonus action
to exchange places with your avatar. Once
you use this feature, you can’t use it again
until you finish a short or long rest.
Ritual of the Titan
Starting at 10th level, you can perform a
special ritual over the course of 10 minutes,
empowering your avatar into a towering spirit.
When you summon your avatar, its size is Large,
it can move only 20 feet on each of your turns,
and it can add half your binder level to its damage
rolls. These changes persist until you finish a long
rest or you dismiss them as an action.
True Avatar
Beginning at 14th level, as an action, you can trade
roles with your avatar, becoming spirit, while it
becomes more tangible in your place. For the next
minute, you fade to the Ethereal Plane, as if by the
etherealness spell, from where you can command your
• While you are wearing no armor and not wielding a
avatar in your place. At the end of this duration, or
shield, your AC equals 10 + your Dexterity modifier
when you end this effect as an action, you return to the
+ your Charisma modifier.
space you left or the nearest unoccupied space, if that
• You can use Charisma instead of Strength for the
space is occupied.
attack and damage rolls of your unarmed strikes.
Once you use this feature, you can’t use it again
• Your unarmed strikes use a d4 for damage. This die
until you finish a long rest.
changes as you gain binder levels, as shown in the
Brotherhood of Ascetics Ascetics Unarmed Strikes table.
• You can use your bonus action to make a ranged
Quite to the contrary of other binders, the Brotherhood
spell attack with a range of 30 feet. You are
of Ascetics believe that self-discipline is the only path
proficient with this attack, and you add your
to enlightenment. Binding vestiges isn’t enough: one
Charisma modifier to its attack and damage rolls.
must have perfect control of their own soul to truly
It uses your unarmed strike damage die and deals
accept the gifts of wandering spirits. Thus, Ascetics
psychic damage.
deprive themselves of worldly pleasures and the very
• Starting at 7th level, your unarmed strikes count as
power of their bound vestiges in order to assert their
magical for the purpose of overcoming resistance
will perfectly and achieve transcendental wisdom.
and immunity to nonmagical attacks and damage.
Suppress Vestige
Starting when you choose this cult at 3rd level, you can ASCETICS UNARMED STRIKES
use your action to suppress one of your bound vestiges Binder Level Unarmed Strike
to focus your body and mind. You can resume normal 3rd 1d4
use of this vestige as a bonus action on your turn. 7th 1d6
While this vestige is suppressed, none of its features 10th 1d8
affect you, and you gain the following benefits:
14th 1d10

1: Binder mage hand press 9


Thousand Fists Bonus Proficiency
Starting at 7th level, while you are suppressing a vestige, Starting when you choose this cult at 3rd level, you gain
you can use your action to manifest a flurry of psychic proficiency in the Religion skill. If you already have this
fists to strike your foes. When you do so, you make proficiency, you instead gain proficiency in one other
up to four unarmed strikes against creatures that are skill of your choice.
within 5 feet of you. These unarmed strikes deal psychic
Heretical Divinity
damage on a hit. You can’t attack a creature with more
Also at 3rd level, you can emulate divine magic through
than two of these unarmed strikes.
your vestigial heresy. You can cast the command, cure
Once you use this feature, you can’t use it again
wounds, healing word, and sanctuary spells without
until you finish a short or long rest.
expending a spell slot. Once you cast a spell in this way,
Ritual of the Third Eye you can’t cast that spell again using this feature until
Starting at 10th level, you can perform a special ritual you finish a long rest. Charisma is your spellcasting
over the course of 10 minutes, granting you blindsight ability for these spells.
out to a range of 15 feet. This benefit lasts as long as you
Blessing of the Vestigial Pantheon
maintain concentration on it (as if concentrating on a
By 7th level, you receive the blessings of all the
spell).
forgotten gods through your vestiges. If you fail
Transcendent Control a saving throw, you can use your reaction to add
By 14th level, you can achieve total focus by half your binder level (rounded down) to the total,
suppressing all your vestiges as a bonus action. For 1 potentially changing the outcome. Once you use this
minute, you gain the following benefits: feature, you can’t use it again until you finish a long
rest.
• Your Armor Class is 22, if it would be lower.
• You can attack three times, instead of twice, Ritual of Turning
whenever you take the Attack action on your turn. Starting at 10th level, you can perform a special ritual
• Whenever you make an attack roll and the result is over the course of 10 minutes, warding yourself against
less than 15, you can treat the result as a 15. undead threats. For the next hour, whenever an undead
• Your unarmed strikes use a d12 for damage. targets you directly with an attack or harmful spell, that
Once you use this feature, you can’t use it again until creature must make a Wisdom saving throw against
you finish a long rest. your vestige save DC. On a failed save, that creature
is turned for 1 minute or until it takes any damage. A
Church of Gyx turned creature must spend its turns trying to move
Gyx was the first binder known to history, and the first as far away from you as it can, and it can’t willingly
to establish an Esoteric Cult. In those early days, the move to a space within 30 feet of you. It also can’t
nature of vestiges, the Void, and the effects of binding take reactions. For its action, it can use only the Dash
magic on the soul were not well understood; therefore, action or try to escape from an effect that prevents it
Gyx’s fanatical followers believed that they were at from moving. If there’s nowhere to move, the creature
the forefront of a new religion, not a cult. Multiple can use the Dodge action. If a creature’s saving throw
inquisitions have since seen the church driven into the is successful, it is immune to this effect for the next 24
shadows, their message and practices stifled, but not hours.
eradicated. Sacrifice to the Void
Members of the Church of Gyx seem almost
At 14th level, you can cast your bound vestiges into the
cleric-like, but brandish different holy symbols and tell
Void to bring forth miracles. On your turn, you can
entirely different tales. Their scriptures are the legends
expel a vestige you have bound to cast a spell from the
of various vestiges, woven into a sort of pantheon, with
cleric spell list without expending a spell slot. This spell
the enigmatic Erebus at its head. For her part in this
must be of a level no greater than the level of the vestige
mythology, Gyx plays the role of messenger of the gods,
expelled. Once you use this feature, you can’t do so
delivering to mortals the art of binding, and opening
again until you finish a long rest.
the Void for the divine vestiges.

10 1: Binder mage hand press


Ishtar’s Faithful
Nearly all binders learn that Ishtar, the vestige of love
Ishtar
The Envious
and sexuality, is forbidden, for once she is summoned,
1st-level vestige
she can never be dismissed. Driven by jealousy and
obsession, the once-goddess seizes the soul of her Embrace
binder and embraces it tightly. Her love is like a While bound to Ishtar, you have advantage on
grasping weed, and it strangles all it touches. Yet those opportunity attacks.
who reciprocate her love and placate the envious Ishtar’s Mark
goddess might join the ranks of Ishtar’s Faithful, a cult As a bonus action, you can force a creature
within 30 feet of you to make a Wisdom saving
of binders who prize Ishtar above all others.
throw. Creatures that can’t be charmed are
If the binders of Ishtar’s Faithful devote themselves immune to this effect. On a failed save, a special
wholly to the goddess, they are slowly bequeathed with mark representing Ishtar’s favor appears on the
her gifts in return. However, they can never neglect the creature for up to 1 minute. While the creature is
goddess or question their devotion for even a moment, marked, it can’t willingly move more than 30 feet
as Ishtar the Envious is fickle and prone to rage at the away from you. Additionally, you can use your
bonus action on subsequent turns to magically
slightest perceived infidelity. pull the marked creature up to 10 feet closer to
Bonus Proficiencies you. You can only mark one creature with this
feature at a time.
Beginning when you join this cult at 3rd level, you gain
proficiency in the Insight and Persuasion skills, if you
Enamor
You can pry open another creature’s heart and
don’t have them already. force the love of Ishtar into it. As an action,
Ishtar’s Embrace choose a humanoid creature you have marked to
be charmed by you for up to 10 minutes. While
Starting at 3rd level, you are bound to Ishtar, the charmed, the creature regards you as its true
Envious, and can’t be unbound from her. Ishtar doesn’t love. When this effect ends, the creature knows
count as a bound vestige, nor does she count toward it was charmed by you. This effect ends early if
your total number or level of vestiges bound. You only you or your companions deal any damage to the
gain her Embrace and Ishtar’s Mark features. creature. Once you use this feature, you can’t use
it again until you finish a short or long rest.
At 7th level, you gain the use of her Enamor feature
and at 14th level, you gain the use of her Trait: Arms of Trait: Arms of Embrace
While bound to Ishtar, you grow a second set of
Embrace feature. arms belonging to Ishtar, which grasp you in an
Ritual of Idolatry embrace. These arms are fully functional and can
be used to hold shields and weapons (allowing
Starting at 10th level, you can perform a special ritual you to hold 2 two-handed weapons, or 4 one-
over the course of 10 minutes, enrobing you in a handed weapons), perform somatic components
30-foot-radius aura that infects the minds of others. of spells, and perform other actions. Using
When a creature enters the aura for the first time on a these arms, once per round, you can make an
turn or starts its turn there, it must make a Charisma opportunity attack against a creature you have
marked without using a reaction.
saving throw against your vestige save DC. On a
failure, if the creature regards you as of a species and
gender to which it is normally romantically attracted, Heartbreak
it is charmed by you while it remains in the aura, up
By 14th level, Ishtar’s love can drive mad those who you
to a maximum of 1 minute. Once this effect ends for
expose to it. As an action, you can end the charmed
a creature, it is immune to the effects of the aura for
condition on each creature charmed by you that you
24 hours. This aura lasts for 1 hour, and its effects end
can see within 120 feet of you. A creature affected by
early for a creature that takes damage or succeeds on
this feature takes 4d8 psychic damage.
an opposed ability check made to socially interact with
you.

1: Binder mage hand press 11


Legion’s Lodge Once you use this ability, you can’t use it again
until you finish a short or long rest.
The binders of Legion’s Lodge fill their souls with an
abundance of spirits, becoming hives of wandering Ritual of Fellowship
ghosts and whispered voices from beyond the pale. Starting at 10th level, you can perform a special ritual
With each new spirit they bind, they develop even over the course of 10 minutes, manifesting a minor
greater power, as the whole of their collection is spirit you have bound in a physical form. This minor
mightier than the sum of its parts. At the peak of their spirit becomes a familiar, as if summoned by the find
strength, these binders speak with the voice of dozens familiar spell, and remains in this form until you
in uncanny unison and sling attacks for a swarm of finish a long rest. Additionally, on your turn, you can
minor spirits that linger around them. command your familiar to use any of its abilities it
offers as a minor spirit (using your action or bonus
We Are Many
action, as appropriate), which originate from it.
Beginning when you join this cult at 3rd level, you gain
an additional minor spirit, which doesn’t count against Spirit Horde
your total number of minor spirits. At 10th level, you Beginning at 14th level, you can bring your army of
gain another additional minor spirit. minor spirits to bear all at once. When you use your
Additionally, you gain a +2 bonus to attack rolls bonus action to make a spell attack with a minor spirit
you make with your minor spirits, and the save DC for or use a minor spirit to cause a target to make a saving
your minor spirits increases by 2. throw, you can use that ability twice, or use the bonus
action of another minor spirit, targeting the same or
Spirit Arcana
different creatures.
Also by 3rd level, you have unlocked the hidden
potential of the myriad spirits residing within you. Each Order of Crimson Binding
minor spirit you have bound grants you the ability to The Order of the Crimson Binding sees the nature
cast a cantrip, as shown on the Spirit Arcana table below. of the soul as not unlike that of the Void itself:
SPIRIT ARCANA unknowable, fractal, and ultimately hollow. With their
Minor Spirit Cantrip special ritual implements and ink made of lodestone,
Blade Spirit True Strike they can form special red seals with which to entrap
vestiges deeper into their souls, capturing more of the
Chill Ray of Frost
vestige’s essence and allowing them greater control of
Glitch Prestidigitation the binding process.
Grue Acid Splash
Flexible Rebinding
Haunt Chill Touch
Starting when you join this cult at 3rd level, you can use
Lantern Guidance
your Rebinding feature twice, instead of once, between
Spark Shocking Grasp long rests.
Stone Resistance
Soul Transfer
Strange Message
Beginning at 7th level, you can transfer some of the
Torchling Produce Flame damage you take to your vestiges. As a reaction when
Totem Shillelagh you take damage, you can halve the damage taken.
Wisp Minor Illusion Once you use this feature, you can’t use it again
until you finish a short or long rest.
Extinguish Soul
Ritual of the Crimson Brand
Beginning at 7th level, you can burn the totality of a
Starting at 10th level, you can perform a special ritual
minor spirit’s essence for a flash of great power. When
over the course of 10 minutes, allowing you to partially
you hit with a minor spirit’s spell attack or a creature
bind an additional vestige. You can only bind one
fails its saving throw against your minor spirit’s ability,
vestige at a time using this feature, and this vestige
you can choose to deal four dice of damage, instead of
doesn’t count against the number of vestiges you can
one. Until you finish a short or long rest, you can’t use
bind nor toward the number of vestiges you have
this minor spirit’s abilities or use its associated cantrip.
bound. While it is bound, you gain only the vestige’s

12 1: Binder mage hand press


Bonus Proficiencies feature, if it has one, or one of its
Traits, if it offers the ability to replace a skill roll with a
10 or your binder level plus your Charisma modifier.
You remain partially bound to this vestige until you
finish a long rest.
Deep Binding
Starting at 14th level, the total level of vestiges you can
have bound increases by 3.

Society of the Stygian Seal


Initiates to the Society of the Stygian Seal learn the
story of Erebus, The Shadow Interminable, a vestige
of singular age, profound implication, and terrible
portent. She is a vestige inextricably linked to the
creation and destruction of the multiverse, the latter
of which is prophesied to be heralded by her sign,
the Stygian Seal, being fixed in the sky for forty days
and nights before the multiverse is to be unraveled.
Initiates of the Society seek Erebus’s sign and the ritual
means to draw her true form from the Void to hasten
the end of the multiverse—and by extension, the
coming of a new, more perfect world, uncorrupted by
the shortfalls and compromises made by the primeval
gods of our multiverse. By drawing parts of the Stygian
Seal, binders of the Society can pull forth voidstuff, a
manifest absence in space, and shape it to their whims.
Voidsight
At 3rd level, you gain darkvision out to a range of
60 feet. If you already have darkvision from another
source, its range increases by 30 feet.
Ritual of the Aegis
Tenebrous Initiate Starting at 10th level, you can perform a special ritual
Starting at 3rd level, you can bend the walls of the over the course of 10 minutes, shrouding yourself in
universe, creating small rifts into the Void. Once on plates of voidstuff, which act as ablative armor. You gain
each of your turns when you hit a hostile creature with temporary hit points equal to your binder level + your
a melee attack, you can teleport 5 feet to an unoccupied Charisma modifier. While you have these hit points,
space you can see. your AC equals 10 + your Dexterity modifier + your
Charisma modifier.
Oblivion Exile
At 7th level, you can use your action to cause a creature Stygian Sanctuary
you can see within 60 feet of you to make a Charisma Beginning at 14th level, Erebus whisks you away to the
saving throw against your vestige save DC; a creature Void, rather than subjecting you to death. When you
can choose to fail this saving throw if it wishes. On take damage, but aren’t reduced to 0 hit points or killed
a failed save, the creature is banished into an endless outright, you can use your reaction to teleport yourself
sable demiplane adjacent to the Void. While there, the to an endless demiplane adjacent to the Void. You
target is incapacitated. At the start of your next turn, remain in this plane as long as you wish, and can use
the target reappears in the space it left or in the nearest your action to return to the space you left or the nearest
unoccupied space if that space is occupied. unoccupied space if that space is occupied.
Once you use this feature, you can’t use it again
until you finish a short or long rest.

1: Binder mage hand press 13


Chapter 2: Vestige Codex
This codex contains all the vestiges binders can
commonly call forth from the Void. Vestiges are listed
by level and are summarized on the following table.

The Vestiges
Vestige
Level Name Role: Features
1st Bluetongue, the Trickster Social: Bonus skill proficiencies, bag of holding, disguise self
1st Dyogena, the Spear of Sin Versatile Melee: Shield proficiency, temporary HP, additional attack
1st Gyx, the Storyteller Meta: Bonuses for additional vestiges, repeat vestige save
1st K'Sir, Thief Primeval Rogue: Sneak Attack, bonus actions, Stealth
1st Lexicon, the First Word Wizard: Arcane spellcasting, cantrips, resistance to spell damage
2nd Asklepios, the Physician Healer: Healing, cure disease, bonus melee damage, Medicine
2nd Hou Yi, the Archer Archery: Cha for ranged attacks, Archery, Perception
2nd Tilo, the Colossus Heavy Melee: Weapon proficiencies, enlarge, Cha for heavy weapons
3rd Evocatia the Red Evocation: Fire spellcasting, bonus cantrip damage, fire resistance
3rd Orzi, the Maimed Duelist Finesse Melee: Extra Attack, Cha for finesse weapons
3rd Rostam, Armor Infernal Heavy Armor: Damage reduction, heavy armor, Intimidation
4th La Diablesse, the Devil Fear: Fear spellcasting, bonus psychic damage
Woman
4th Nezare, the Broken One HP Sacrifice: Bonus HP, self-heal, sacrifice HP to deal bonus damage
4th Tyche, the Luck Thief Luck: Steal luck, reroll damage dice, bonuses for d20 rolls
5th Elozahr the Blue Evocation: Cold spellcasting, bonus cantrip damage, concentration
bonus
5th Korine, the Displaced Teleportation: Teleportation, misty step, teleportation damage
5th Vortirrackt, the Outsider Reach: Opportunity attacks, reach, claws, spider climb
6th Methuselah, Eldest Dead Necromancy: Necromancy spellcasting, false life, HP drain touch
6th Mr. Joe, Master Puppet Manipulation: Dominate spellcasting, charm immunity, false appearance
6th Remus, Firstborn of the Wolf Barbarian: Extra Attack, reaction attack, Fury: resistance and advantage
7th Hammurabi, the Lawbringer Denial: Prevent actions, reflect conditions, advantage on revenge
7th Sariel, the Fell Angel Flight: Flight, smite damage, avoid failed saves
8th Carthin, the Runebreaker Antimagic: Antimage spellcasting, magic weapon, dispel magic
8th Döpple, the Archivist Magic Items: One consumable, one magic item, Intelligence skills
9th Erebus, the Shadow Void: Resistance to damage, high damage touch
Interminable
9th Qadir, the Damned Djinn Wish: Wish, movement speed
Forgotten Vestiges
1st Palette, Inventor of Color Sorcerer: Spellcasting at will, breath weapon, resistance to spell
damage
2nd Feng Meng, Monster Hunter Critical: Expanded critical, bonus damage, Cha for ranged weapons
2nd Sissiro, Shrewd Serpent Buff, Social: Bonus to allies’ rolls, suggestion, Persuasion
5th En-Irok, The Absence Invisibility: Invisibility, bonus damage with finesse weapons
9th Seven O’ Seven, the Chronomancy: Extra action, time stop
Temporal

14 2: Vestige Codex mage hand press


Bluetongue 1st-Level Vestiges
The Trickster
1st-level vestige Bluetongue, the Trickster
A duplicitous shapeshifter, Bluetongue offers his sly
Bonus Proficiencies words and shapechanging powers to those who bind
While bound to Bluetongue, you gain proficiency
him.
in the Deception and Persuasion skills.
Additionally, Bluetongue steals power from Legend. The old myths remember Bluetongue as a
other vestiges, granting you proficiency in one lizard, a liar, and a shapeshifter that traveled from land
additional skill or tool of your choice for each to land, scheming and swindling those that he met,
other vestige you have bound. such that he never needed to work.
Deep Pockets One day, Bluetongue came across a hunter’s camp
While bound to Bluetongue, a pocket, bag, or whose owner had left it unguarded as he hunted for
other container of your choice becomes a portal the day. Bluetongue laughed at his good fortune and
to a personal extradimensional space, which is
64 cubic feet in volume. The container’s opening stole everything from the camp that he could, including
stretches to accommodate items of any size that every scrap of food. When the hunter returned, he was
can fit within the space, and items within the outraged, but found a trail of food scraps dropped by
space are weightless until removed. When you Bluetongue as he ate.
reach into this space, any item you intend to take When Bluetongue saw the hunter arrive at the cave
is magically on top.
where he slept, he hid his treasures and transformed
Breathing creatures inside the container can
survive up to a number of minutes equal to 10 into the form of a feeble old man. But the hunter was
divided by the number of creatures (minimum 1 wise to Bluetongue’s tricks and set fire to the cave as
minute), after which time they begin to suffocate. he left. Bluetongue, too greedy to leave his belongings
A container loses this property and its and too unfit to outrun the flames, perished in the
contents are expelled when you are no longer blaze. The hunter told the story of the shapeshifter,
bound to Bluetongue.
and his story spread into legend and, eventually, into
Persuasive Words vestigehood.
You can cast the charm person spell once without
expending a spell slot. Once you cast the spell in
this way, you can’t do so again until you finish a
short or long rest.
Trait: Blue Tongue
While bound to Bluetongue, you can cast
the disguise self spell, without expending
a spell slot. Casting the spell in this way
takes 1 minute. No matter what your
appearance, however, whenever you speak, a
serpentine blue tongue can be seen within your
mouth.

2: Vestige Codex mage hand press 15


Each time the story of Bluetongue is recorded,
it is a little different. None can say if the original Dyogena
story featured Bluetongue’s theft or even his fiery The Spear of Sin
punishment; every aspect of it has changed with time. 1st-level vestige
Accordingly, Bluetongue’s vestige manifests as a blur of
Bonus Proficiencies
ever-shifting appearances, with the sole constant of its While bound to Dyogena, you gain proficiency
unchanging, serpentine tongue. with shields, as well as with battleaxes,
Personality Trait. While bound to this vestige, longswords, spears, tridents, and warhammers.
you gain the following personality trait: “I speak in a Legion Tactics
sonorous tone, but it always sounds like I’m trying to While you are wielding a shield in one hand and
sell something.” a versatile weapon in the other, you can use the
weapon’s two-handed damage die.
Dyogena, the Spear of Sin Coup de Grâce
A trained warrior of a bygone empire, Dyogena grants When you take the Attack action on your turn,
her binders skill with sword, shield, and spear. you can use your bonus action to make one
additional melee weapon attack. On a hit, this
Legend. Thousands of years ago, a great empire
attack deals extra damage equal to your binder
spanned the continents, unifying its many territories level. Once you use this feature, you can’t use it
under an unshakable banner. Oracles spoke of the again until you finish a short or long rest.
empire’s demise at the hands of a wrathful prophet, Trait: Bloodstained
an instrument of the gods’ disdain for the wicked You are stained with the blood of saints, which
regime. In response, the paranoid emperor ordered his never washes off. Immediately after you take
governors to execute all holy men that did not swear damage from a melee attack, you can use your
fealty to him alone. Thousands of priests were slain, and reaction to gain 5 temporary hit points, which
last until the end of your next turn. The amount
the gods themselves wept at the bloodbath.
of the temporary hit points you gain increases by
Dyogena was one of a legion of soldiers ordered 5 for each vestige other than Dyogena you have
to carry out the massacre. However, when she was to bound.
impale and disembowel the martyr Nezare, her heart
softened, and she instead thrust her spear into his heart,
mercifully sparing him of all suffering. As often happens when this spell fails, Gyx heard a
Historians, however, recall a different story. They whoosh of static and saw a flash of deep black. But
paint Dyogena as a cruel warden that tormented Nezare on this occasion, she heard a whisper in the noise.
for weeks before his inevitable demise. They even Through experimentation, she refined the spell into a
misremember her gender, portraying her as a male rudimentary binding ritual and communed with the
soldier. As such, Dyogena’s vestige is an effigy of her distant spirits of the Void. They had always been there,
sins: a twisted creature in soldier’s armor divided down just out of earshot, just beyond the limitations of sight,
the middle, with a noble celestial woman on the left and only Gyx had learned to look for them.
a diabolic male fiend on the right. She took fastidious notes on anything the fleeting
Flaw. While bound to this vestige, you gain the voices told her: their names, their symbols, all they
following flaw: “I always feel irreconcilable guilt when I could remember. Many of them possessed names
must take a life.” recorded in history books or spoken of in temples, but
these voices were different and told stories of hardship
Gyx, the Storyteller and heartbreak, not of glory and triumph. She collected
Prerequisite: bound to at least one other vestige these tales of the forgotten dead gods and heroes in a
Gyx, the mother of binding, offers no power of her tome, and printed ten copies. These books would go
own, but lets you fully seize the might of your other on to inspire legions of binders, as well as others who
vestiges. would brand them heretics.
Legend. The first binder, Gyx, had no ambitions of Gyx’s final story, however, she took to grave. It was
founding a religion or pioneering a new form of magic, a collection of all she learned, a succinct tale now told
no matter what her later followers might claim. Instead, only by her vestige:
she stumbled upon the existence of vestiges quite In the beginning, there was Void. Then one
by accident when her scrying spell malfunctioned. great sin. In the end, there shall be Void.

16 2: Vestige Codex mage hand press


Gyx K’Sir
The Storyteller Thief Primeval
1st-level vestige 1st-level vestige
Prerequisite: bound to at least one other vestige
Bonus Proficiencies
Heretical Lore While bound to K’Sir, you gain proficiency with
You have advantage on ability checks you make scimitars, shortswords, and thieves’ tools.
to recall legends, myths, or lore. Additionally, the Sneak Attack
GM can allow you to make such checks, even While bound to K’Sir, once per turn, you can deal
when it would be impossible for you to know an extra 1d6 damage to one creature you hit with
such information. an attack if you have advantage on the attack
Strength in Numbers roll. The attack must use a finesse or a ranged
While bound to Gyx, you gain a bonus to your weapon. You don’t need advantage on the attack
vestige save DC, spell attack modifier, and any roll if another enemy of the target is within 5 feet
weapon attack roll you make that uses your of it, that enemy isn’t incapacitated, and you
Charisma, instead of Strength or Dexterity. This don’t have disadvantage on the attack roll.
bonus is equal to the number of other vestiges The extra damage dealt by this feature
you have bound and doesn’t stack with bonuses increases by 1d6 for each vestige other than K’Sir
provided by magic weapons or items. you have bound. If you already have the Sneak
Legendary Vestige Attack feature from your class, you add this
If a creature succeeds on a saving throw against damage to the Sneak Attack roll.
a spell or feature offered to you by one of your Thief’s Instincts
vestiges, you can force that creature to reroll the You can take the Dash, Disengage, or Hide action
save, and it must use the new roll. Once you use as a bonus action. You can use this feature twice
this feature, you can’t use it again until you finish and regain all expended uses when you finish a
a long rest. short or long rest.
Trait: Hidden Trait: K’Sir’s Mark
While bound to Gyx, you can cloak your vestiges While bound to K’Sir, your skin becomes branded
with ease. You can suppress or reveal any of your with all manner of ancient runes and symbols,
vestiges’ traits once on each of your turns (no which magically silence your movements. You
action required). Moreover, you can instantly tell don’t have disadvantage on Dexterity (Stealth)
when another creature is bound to vestiges, and checks due to wearing wearing any type of
the number of vestiges to which they are bound. armor. Additionally, if you make a Dexterity
You have advantage on attack rolls against other (Stealth) check, you can treat the result as a 10,
creatures bound to vestiges. or your binder level plus your Charisma modifier,
whichever is higher.

Personality Trait. While bound to this vestige,


you gain the following personality trait: “I love hearing expert precision, he slipped past every trap, avoided
and telling stories, especially those with a tragic end.” every guard, and silently stole the Words of Creation
for himself.
K’Sir, Thief Primeval When at last he was away safely with his prize,
A mythic thief who once stole power from the mighty K’Sir might have translated the words into mortal
dragons, K’Sir offers binders his roguish cunning and runes, but his curiosity got the better of him: K’Sir
his infamous mark. opened his satchel and read all the Words of Creation
Legend. Legends say that in the early days of the at once. When he was at last done, the magical energy
world, the dragons knew the Words of Creation by was too great to bear, and K’Sir was spread thinly across
heart. It was by speaking these forbidden words, the time and space, such that even his name is distorted
very same words that brought the whole multiverse into today. Though, if the legends are true, K’Sir, in his
being, that dragons gained their fearsome breaths and reckless arrogance, is the only mortal to have ever read
auras. all the Words of Creation.
This power was coveted by all mortal beings, but Flaw. While bound to this vestige, you gain the
only one brave soul attempted to claim it: K’Sir, the following flaw: “My curiosity always gets the better of
thief, snuck into the dragons’ lair while they slept. With me.”

2: Vestige Codex mage hand press 17


Lexicon, the First Word permanent things that were fleeting and to establish
definitive truth. In this way, Lexicon also become the
An ancient sage and the first god of the written word,
first spellcaster.
Lexicon grants his binders a variety of spells and
With his great boon of writing and his power over
mastery over the written and spoken word.
arcana, Lexicon ascended to godhood to take his place
Legend. Before Lexicon, all knowledge could
among the primordial deities. In time, however, his tale
be passed only by speech and example through the
was replaced by apocryphal ones, and was eventually
generations. Man’s oral traditions were rich but fragile,
forgotten entirely. Men today believe that writing
for a single death from a common disease could wipe
has always been with them and that spellcasters have
away untold generations of understanding.
always practiced their art. Therefore, Lexicon’s vestige
And so, a wise sage known as Lexicon, gathered
is like his legacy, faded nearly to nonexistence, with
the Words of Creation scattered by K’Sir and devised
an outline of ink and the vague impression of written
the means to record information and spare it from
symbols within.
oblivion: The Written Word. With a few strokes of
Personality Trait. While bound to this vestige,
charred ash, Lexicon recorded the very first word
you gain the following personality trait: “I obsessively
known to man “Un”—which in that time and tongue
write down and record new information.”
would come to mean “me,” or “I am”.
By naming things, and writing them in certain
ways, The Written Word allowed Lexicon to make
Lexicon
The First Word
1st-level vestige

Words of Power
While bound to Lexicon, you learn two cantrips
of your choice from the bard, sorcerer, or wizard
spell list, plus an additional cantrip for each
other vestige you have bound. Charisma is your
spellcasting ability for these cantrips.
Pale Arcana
While bound to Lexicon, whenever you take
damage from a spell, you can use your reaction
to gain resistance to the damage taken.
Spellcasting: Mystic Utterances
While bound to Lexicon, you can cast the
following spells, without expending a spell slot or
material components:
Spells: detect magic, feather fall, floating disk,
fog cloud, mage armor, magic missile, shield,
sleep, thunderwave, unseen servant
You have a number of uses of this feature equal
to 1 plus the number of vestiges you have
bound. Casting a spell from this list expends
one use. You regain all expended uses when you
finish a long rest.
Additionally, you can cast any spell from this
list as a ritual if it has the ritual tag.
Trait: Glossolalia
You constantly speak in a language that mixes
all known (and unknown) forms of speech,
and your writing at a glance seems to be
gibberish. Despite this, your speech and writing
are comprehensible by any creature that can
understand a language. In addition, you can
understand and read any language.

18 2: Vestige Codex mage hand press


As thanks for his great deed, the gods bequeathed
2nd-Level Vestiges Yi a boon of apotheosis, an elixir that would grant
whoever drank it eternal life and propel them to
Asklepios, the Physician godhood. Instead of drinking it immediately, Yi hid the
The fathers of all medicine, Asklepios and his potion in his home, hoping that he might find a way to
serpent grant their binders supernatural healing and bring his beloved wife with him to godhood.
unsurpassed medicinal knowledge. However, Yi’s jealous apprentice, Feng Meng,
Legend. All great physicians stand on the shoulders attempted to steal the elixir for himself. Rather than
of their predecessors; so too was it with the first let the thief take the potion, Yi’s wife drank it instead,
physician. While Asklepios was walking through the ascending and becoming a goddess of the moon. Yi
woods, he deeply punctured his leg on a splintered was furious, having lost his wife and his own bid at
log. A wise serpent named Sissiro came to his aid and immortality, so he battled his apprentice to the death.
constricted his wound, teaching Asklepios the first of However, having used all but one of his arrows to slay
many secret principles of Medicine. By way of thanks, the suns, Yi was no match for his apprentice, who drew
Asklepios took the serpent with him, coiled on his staff, close and beat him to death with a club.
and the two traveled together. Yi’s vestige is a battered and bruised amalgamation of
Together, Asklepios and the serpent founded the eagle and man, with piercing eagle eyes and broken arms.
first temples of Medicine, where healers could learn
the art of mending bodies, curing illness, and easing
the mind. Asklepios even created a salve of medusa
blood that could raise the dead from the underworld. Asklepios
The God of Death raged at this, for it was the first time The Physician
that souls were wrenched from his grasp, and conspired 2nd-level vestige
with the God of Lightning to strike down Asklepios. Triage
The fearsome bolt of lightning struck Asklepios and the While bound to Asklepios, you know whether
serpent alike, but fortunately, the medusa salve spilled each creature you see has all its hit points, more
onto the serpent, resurrecting it from death. than half of its hit points, less than half of its hit
Though Asklepios laid dead, his temples would points, or less than 10 hit points. You also know
if a creature you see is cursed, poisoned, or
remain, and the symbol of his serpent-entwined staff
diseased.
would forever remain the emblem of Medicine. His
vestige is this very image: the staff speaking with the Bloodletting
For all the Physician’s insight, his methods can be
voice of the Physician and the serpent chiming in with quite brutal. Once on each of your turns when
profound medicinal insight. you deal bludgeoning, piercing, or slashing
Ideal. While bound to this vestige, you gain the damage to a creature, you can add a d4 to the
following ideal: “Do No Harm. I have taken the oath damage dice.
of a physician, swearing to do no harm to those in my Physician’s Balm
care. (Good)” While bound to Asklepios, you can use your
action to touch a humanoid. The target regains
Hou Yi, the Archer hit points equal to your binder level plus your
Charisma modifier. You can also end one disease
A legendary archer that shot down many suns, Hou Yi afflicting the creature or end the blinded,
grants his binders his eagle vision and his skill with the deafened, or poisoned condition affecting it. You
bow. can use this feature three times and regain all
Legend. In the early years of the world, the deep expended uses when you finish a long rest.
flaws in its creation manifested as terrible catastrophes, Trait: Serpent Staff
each more cataclysmic than the last. In one such While bound to Asklepios, his serpent
catastrophe, ten suns rose over the horizon, boiling the materializes and coils on your arm, or on a staff,
tool, or weapon you are holding, and whispers
seas and scorching the land. It would seem the gods
medicinal wisdom in your ear. If you make a
were powerless to stop it, so the great hunter Hou Yi Wisdom (Medicine) check while bound to this
rode to the peak of the highest mountain with his bow. vestige, you can treat the result as a 10, or
One by one, he shot the suns down, which crashed to your binder level plus your Charisma modifier,
the earth, forming islands where they landed. whichever is higher.

2: Vestige Codex mage hand press 19


Ideal. While bound to this vestige, you gain the his blade. At last, he arrived in the southern kingdom
following ideal: “Challenge. I will rise to any test that of Osira, where he saw the golden knights of the royal
presents itself. (Neutral)” guard, and instantly knew he wished to be among their
number. At first thinking Tilo to be a new court jester,
Tilo, the Colossus the king mirthfully accepted his service.
Once a brave but tiny mousefolk knight, Tilo grants his When the kingdom was beset by a terrible
binders titanic weapons and incredible size. goblinoid army, Tilo led the defense. Eventually, the
Legend. Tilo was a mouseling knight, small of castle’s defenses crumbled, and the keep’s outer wall
stature but brave in spirit. In his youth, he traveled was breached. As the other golden knights of the royal
the world as a knight errant, doing honorable deeds guard fell, Tilo alone held the breach, and held it true
where he could, and searching for a master worthy of for seven days and seven nights.
In life, Tilo was tiny, but he died a colossus. Due
to his courage, his king escaped, and the legends of
Tilo’s bravery propelled him to persist in the Void as a
vestige.
Hou Yi Personality Trait. While bound to this vestige,
The Archer
you gain the following personality trait: “I never fear
2nd-level vestige
anything larger than myself.”
Bonus Proficiencies
While bound to Hou Yi, you gain proficiency with
blowguns, hand crossbows, heavy crossbows,
longbows, and nets.
Fighting Style: Archery
You gain a +2 bonus to attack rolls you make with Tilo
ranged weapons. The Colossus
Sunkiller’s Quiver 2nd-level vestige
Whenever you would draw a weapon, you can
summon the antique but exquisitely crafted Bonus Proficiencies
longbow and quiver used by Hou Yi. The quiver While bound to Tilo, you gain proficiency with
contains an unlimited supply of nonmagical martial weapons.
arrows and 9 sunkiller arrows. This equipment Fighting Style: Great Weapon Fighting
lasts until you dismiss it on your turn (no action When you roll a 1 or 2 on a damage die for an
required) or you are no longer bound to Hou Yi. attack you make with a melee weapon that you
A sunkiller arrow deals fire damage instead are wielding with two hands, you can reroll the
of piercing damage and deals an extra 1d4 fire die and must use the new roll, even if the new
damage on a hit. When a sunkiller arrow hits roll is a 1 or a 2. The weapon must have the Two-
a target, it explodes in a 5-foot-radius sphere Handed or Versatile property for you to gain this
and is destroyed. The arrow can be fired at an benefit.
unoccupied space within its range. Each creature
other than the target within the blast radius must
Gigantic Size
As a bonus action, you can cast the enlarge/
succeed on a Dexterity saving throw, taking half
reduce spell on yourself once with this feature,
the damage rolled for the attack on a failed save,
using only the spell’s enlarge option, without
or no damage on a successful one.
expending a spell slot or material components.
Once a sunkiller arrow is used, it can’t be
When cast in this way, the spell doesn’t require
used again until you finish a long rest.
concentration. Once you cast the spell in this
Trait: Eagle’s Eyes way, you can’t do so again until you finish a long
While bound to Yi, your eyes are replaced with rest.
that of an eagle’s, bordered by resplendent
feathers. Because of this, you can use your
Trait: Colossal Strength
While bound to Tilo, you grow an inch taller and
Charisma modifier, instead of Dexterity, for your
your muscles have greater definition. You can
attack and damage rolls with ranged weapons.
wield heavy weapons without penalty, even if
Additionally, if you make a Wisdom
you are Small size. Additionally, you can use your
(Perception) check that relies on sight, you can
Charisma modifier, instead of Strength, for your
treat the result as a 10, or your binder level plus
attack and damage rolls with melee attacks using
your Charisma modifier, whichever is higher.
Heavy weapons.

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3rd-Level Vestiges Orzi, the Maimed Duelist
Once the world’s greatest blademaster, Orzi lends his
Evocatia the Red binders his incredible speed and peerless skill with one-
Evocatia, the legendary spellcaster for whom the handed blades.
Evocation school of magic is named, grants her binders Legend. Conflicting legends tell of how the
wild, fiery arcana. Maimed Duelist lost his arm, but all relate to his
Legend. All wizards know the story of Evocatia singular, almost supernatural skill with a blade, even
and Elozahr, the ill-fated mages that founded the without his dominant sword-hand.
School of Evocation. One legend recalls a rivalry between Orzi and the
In the days before the schools of magic, all demon-knight Rostam over the affections of a maiden,
spellcasters projected pure, unformed arcana in the culminating in a duel. Orzi struck true time and again,
form of protospells, whose effects shifted from moment but Rostam’s impenetrable armor repelled each blow
to moment. With time, the cleverest spellcasters until Rostam retaliated with a single strike, felling Orzi
learned to tame magic, channeling it into spells with and severing his arm at the shoulder. Another legend
direct intent. recalls Orzi’s conflict with a dire purple worm, who
Evocatia the Red was one such spellcaster. encroached on his lands. In a great battle, the beast bit
Studying under the tutelage of the venerable Elozahr Orzi’s sword-arm, turning it black and numb within
the Blue, she forged spells from flame, creating first the seconds. Rather than succumb to the venom, he cut off
cantrip fire bolt, and then the spell burning hands. Yet, his own arm and struck the monstrosity dead with his
her talent and ambition knew no bounds, and soon she remaining limb.
crafted her singularly devastating masterpiece: fireball. With but one arm remaining, Orzi trained
With her new spells in hand, she went to visit the icy relentlessly to become stronger than before, a shieldless
tower of her mentor, but discovered that his crystal ball blademaster. He invented a new, blindingly fast fighting
was fixed to scry upon her—surely, the old man meant style to turn his opponents’ strength against them,
to copy her spells and steal them for himself! In rage, while avoiding their deadly blows. For this style, and an
Evocatia burned the tower to the ground. endless record of lethal duels, Orzi is remembered as
The two wizards worked in secret to outdo one history’s greatest blademaster. Likewise, his vestige is a
another, each laying the foundations for their own humanoid blur wielding a lightning-quick blade.
schools of magic. At last, Elozahr and Evocatia met Personality Trait. While bound to this vestige,
on the field of Armistal to parley and settle their you gain the following personality trait: “I neglect my
differences. But Evocatia saw that the scoundrel Elozahr non-dominant hand, preferring to use just one hand
brought with him a staff of frost to slay her once and for whenever possible.”
all, and so she struck first with a burst of flame!
Summoning all their canny and arcane might,
the two wizards unleashed a torrent of wrath upon
each other. When all was done, nothing remained of
Evocatia and Elozahr but dust. Evocatia’s vestige, a
manifestation of her ambition, is a burning effigy of a
wizard built of magic wands and discarded spellbook
pages.
Personality Trait. While bound to this vestige,
you gain the following personality trait: “I don’t shy
away from using overwhelming force to solve problems,
especially when it involves fire.”

2: Vestige Codex mage hand press 21


Evocatia Orzi
The Red The Maimed Duelist
3rd-level vestige 3rd-level vestige

Inheritance of Flame Bonus Proficiencies


While bound to Evocatia, you know the fire bolt While bound to Orzi, you gain proficiency with
cantrip. Additionally, you can add your Charisma hand crossbows, rapiers, scimitars, shortswords,
modifier to damage rolls you make with spells and whips.
that deal fire damage. Fighting Style: Dueling
Fire Spin When you are wielding a melee weapon in one
As a bonus action, you can launch yourself in a hand and no other weapons, you gain a +2
spiral of flame. When you do so, you can make a bonus to damage rolls with that weapon.
melee spell attack against a creature within 5 feet Extra Attack
of you, dealing fire damage equal to 1d4 + your You can attack twice, instead of once, whenever
Charisma modifier on a hit. You can then move you take the Attack action on your turn.
up to 10 feet in any direction without provoking
opportunity attacks. Trait: After Image
While bound to Orzi, you move with an unearthly
Spellcasting: Pyromancy speed that leaves a lingering trail behind you.
While bound to Evocatia, you can cast the You can use your Charisma modifier, instead of
following spells, without expending a spell slot or Strength or Dexterity, for your attack and damage
material components: rolls with finesse weapons.
2/day each: burning hands, scorching ray Additionally, as a bonus action, you can
1/day each: fireball, heat metal move 15 feet in a flash, without provoking
You regain all expended uses of these spells opportunity attacks. You can use this ability a
when you finish a long rest. number of times equal to your Charisma modifier
(a minimum of once) and regain all expended
Trait: Inferno Within uses when you finish a long rest.
While bound to Evocatia, your skin is hot to
the touch, and flickering embers can be seen
within your mouth, nostrils, and eyes. You have
resistance to fire damage.
Guided by his infernal plate, Rostam went on
to complete his seven deeds, and further to earn a
reputation as a fearsome and savage warrior. Each new
battle brought Rostam greater glories and new, terrible
Rostam, Armor Infernal
crimes. He slew every foe he met. One story even
Mythical armor of indescribable evil, Rostam will
claims that he butchered his own son in a fit of rage.
appear about his binders and shelter them from harm.
In his last and bloodiest battle, Rostam fell into a
Legend. All the legends of Rostam the paladin deep pit of spikes, which skewered him between the
tell of his seven great deeds in the demon land of
plates of the armor. Rostam himself bled to death, but
Mazandaran, but a few make passing mention of his
the armor was not yet finished. It moved of its own
impregnable armor: black, stout, and indescribably
accord, wading through the battlefield, slaying friend
hideous.
and foe alike, cackling with infernal cadence. Therefore,
Rostam was a brave knight, to be sure, but he was
Rostam’s vestige is not the hero himself, but the hideous
no match for the demons of Mazandaran; he was not
armor, which bleeds from every joint, the corpse of the
even a match for the deserts of that land. After a week
so-called hero still within.
of wandering aimlessly through the sands, Rostam was
Flaw. While bound to this vestige, you gain the
on the verge of death from dehydration when he came
following flaw: “Once I draw blood, I don’t stop fighting
across a lone woman, a devil in disguise. She offered
until my enemies are dead.”
him a pact for his soul: she would give him food, water,
and enough strength to slay the demons. Rostam
readily accepted, and was bestowed a living suit of
infernal armor: hideous, hairy, and indestructible.

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Rostam 4th-Level Vestiges
Armor Infernal
3rd-level vestige La Diablesse, the Devil
Woman
Bonus Proficiencies
While bound to Rostam, you gain proficiency A creature of equal enthralling beauty and terrifying
with heavy armor, as well as with flails and ugliness, the Devil Woman offers her binders powers
morningstars. over fear itself.
Mortal Bargain Legend. Long ago, the Devil Woman would
While bound to Rostam, whenever you are disguise herself as a beautiful woman at the annual
reduced to 0 hit points but not killed outright, harvest festivals and lure men to their doom. In a
you remain conscious and don’t begin making flowing dress and wide-brimmed hat, she cut a striking
death saving throws until the end of your next
figure that was irresistible to intoxicated men and
turn. If you take any damage while you have 0 hit
points, you instantly fall unconscious and suffer disloyal husbands, who she soon lured away from the
one death saving throw failure. firelight and deep into the wilderness. Once far from
Fiendish Resilience help, the Devil Woman would reveal her true nature:
Whenever you take bludgeoning, piercing, or the face of a rotting corpse, eyes burning like coals
slashing damage while wearing heavy armor, in their sockets, and a half-beast body, with one leg
you can use your reaction to reduce the damage possessing a cloven foot. The terrified and disoriented
taken by 1d12. You can further reduce the men that saw her usually became hopelessly lost,
damage by an additional 1d12 for each vestige
other than Rostam you have bound. plunging into ravines or falling prey to wild animals by
Once you use this feature, you can’t use it sunrise.
again until you finish a short or long rest. Binder scholars have learned that the Devil
Trait: Hideous Armor Woman was once a mortal, perhaps even a beautiful
While bound to Rostam, you can use your action one, cursed to become a monster. However, her vestige
to summon his hideous, infernal armor around refuses to acknowledge her life before being cursed,
yourself, along with any melee weapon of your and seems to prefer her hideous appearance and
choice with which you are proficient. The armor
flowing gowns. Perhaps she found empowerment in her
is a suit of plate that can’t be destroyed, and you
can wear it without penalty, regardless of your withering curse, or perhaps, she merely likes watching
Strength score. This equipment vanishes when men scream and flee into the night.
you dismiss them as an action, or when you are Flaw. When you bind this vestige, you gain the
no longer bound to Rostam. following flaw: “I constantly seek validation from
The armor seems to be alive and is terrible to others, especially in regard to my appearance.”
gaze upon. If you make a Charisma (Intimidation)
check while wearing this armor, you can treat
the result as a 10, or your binder level plus your
Nezare, the Broken One
Charisma modifier, whichever is higher. Wronged by his friends and enemies alike, the hateful
Nezare grants his binders his thorny flesh and boiling
blood.
Legend. In ancient days, Nezare was a commoner-
turned-cleric, an ordinary man who discovered that
he possessed extraordinary blessings and a singular
divine connection. He traveled the land and amassed
a small band of followers. Together, they lived on
alms and preached a peaceful message of forgiveness
and complete devotion to faith, but quickly garnered
enemies.
Fearful of losing his power, the wicked emperor
ordered a slaughter of holy men to purge Nezare and
his followers. When the soldiers came for Nezare, his
followers abandoned him one by one, leaving him to
die.

2: Vestige Codex mage hand press 23


It is the fashion to retell the story of the Broken
One in gory specificity, improvising the details La Diablesse
for maximum shock value. Though his ultimate The Devil Woman
execution—brutal torture and impalement in front of 4th-level vestige
a crowd by a soldier named Dyogena—is always the
Evil Eye
same, the tortures and tribulations he endured on his As an action, choose one creature you can see
way to the stake become more gruesome with each within 60 feet of you to make a Wisdom saving
telling. In this way, his suffering should heighten his throw. On a failed save, the creature is frightened
martyrdom, but it seems his vestige would not agree. of you until the end of your next turn. Only one
The vestige of the Broken One appears as a maimed and creature can be frightened by this feature at a
time.
mutilated sheep, hateful of all holy men.
You can extend the duration that a creature
Flaw. While bound to this vestige, you gain the is frightened of you by one round by using
following flaw: “I despise all saints, clerics, paladins, your bonus action to cackle loudly. When
and priests.” you do so, this effect requires concentration
(as if concentrating on a spell), but you can
Tyche, the Luck Thief concentrate on this effect and a spell at the
The kindly and bold Tyche stole Luck itself, and offers it same time. You make only one saving throw to
maintain concentration on both.
in turn to her binders.
Legend. When K’Sir scattered the words of Waking Nightmare
Once on each of your turns, when a creature fails
creation, a lone commoner named Tyche uncovered an Intelligence, Wisdom, or Charisma saving
the word of Luck and stole it for herself. The gods and throw against one of your spells or vestige
heroes of that age scoured the world for every Word of features, you can cause that creature to take 2d8
Creation, for the Words’ power could alter the very laws psychic damage.
of the multiverse. Many who found one became tyrants Spellcasting: Spellbind
or demigods, abusing their Word until they met a grisly While bound to La Diablesse, you can cast the
end, either through their misused magic or the envious following spells, without expending a spell slot or
material components:
daggers of others.
The gods, however, never uncovered the word for 2/day each: bane, darkness
1/day each: fear, phantasmal killer
Luck. Even as the Words were compiled into Magic by
Lexicon, Luck remained elusive. The commoner Tyche You regain all expended uses of these spells
when you finish a long rest.
lived a good life, an unnaturally long and happy one,
content to only use her gift to help those around her. Trait: Cloven Hoof
While bound to La Diablesse, one of your legs
When the avatar of Death arrived to claim Tyche
transforms into a cloven hoof, a mark of her
and her Luck, she greeted its cold visage cheerfully. enduring curse. By leveraging this curse, you can
She asked of the reaper only that she could spread use your action to cause one creature that you
Luck among those who deserved it, rather than pass it can see within 60 feet of you that is frightened
along to the gods. That way, the patient, the bold, the of you to flee. The creature must use its reaction,
tenacious, and the needy might have their day. Clever if available, to move as far as its speed allows
away from you. The creature doesn’t move into
as always, Death agreed, stealing a sliver of Luck for obviously dangerous ground, such as a fire or
itself, such that it might win any game it plays against a pit. The creature can then repeat its saving
mortals. Tyche doesn’t seem to mind, as her vestige throw against the spell or effect that caused it
rolls dice with Death often, and has never lost. to be frightened, ending the effect on itself on a
Flaw. While bound to this vestige, you gain the success.
following flaw: “I compulsively gamble, no matter the
odds.”

24 2: Vestige Codex mage hand press


Tyche
The Luck Thief
4th-level vestige

Bonus Proficiencies
While bound to Tyche, you gain proficiency with
all gaming sets. Additionally, you can reroll any
ability check you make to play nonmagical games
Nezare of skill.
The Broken One Lucky Hit
4th-level vestige Once on each of your turns, when you deal
damage, you can reroll a damage die, and you
Martyr’s Path must use the new roll.
While bound to Nezare, your hit point maximum Stolen Luck
increases by an amount equal to your binder When you bind Tyche, roll a d20 and record the
level plus your Charisma modifier. number rolled. This is your stolen luck roll. Once
Blood Sacrifice per turn, you can trade your stolen luck roll with
Once on each of your turns, when you hit a any attack roll, ability check, or saving throw
creature with a melee weapon attack, you can made by you or a creature that you can see. Your
spill your own boiling blood to deal additional stolen luck roll becomes the number rolled for
damage to the target. When you do so, choose the attack roll, ability check, or saving throw, and
a number of d8s up to your Charisma modifier your new stolen luck roll becomes the number
of extra radiant damage to add to the damage that was been rolled on the d20. You can use this
roll. You lose 3 hit points for each additional die feature three times, and you regain all expended
added to the roll. uses when you finish a long rest.
Mercy Trait: Third Chances
You can use your bonus action to regain hit While bound to Tyche, three small sigils
points equal to your binder level. Once you use (associated with a game of chance you are
this feature, you can’t use it again until you finish familiar with) float in front of your forehead. You
a short or long rest. can extinguish one of these sigils (no action
required) to add 1d8 to an attack roll, ability
Trait: Thorny Flesh check, or saving throw you make. However, once
While bound to Nezare, your flesh toughens and all three are extinguished, you take a −2 penalty
sprouts long, sharp thorns. Whenever a creature to all subsequent attack rolls, ability checks, and
within 5 feet of you hits you with a melee weapon saving throws you make until you finish a long
attack, it takes piercing damage equal to your rest or are no longer bound to Tyche.
Charisma modifier (a minimum of 1.)

2: Vestige Codex mage hand press 25


5th-Level Vestiges Elozahr
The Blue
Elozahr the Blue 5th-level vestige
Elozahr, the legendary founder of the Evocation school
of magic, grants his binders frigid arcana and his steely Inheritance of Frost
While bound to Elozahr, you know the ray of frost
concentration.
cantrip. Additionally, you can add your Charisma
Legend. All wizards know the story of Evocatia modifier to damage rolls you make with spells
and Elozahr, the ill-fated mages that founded the that deal cold damage.
School of Evocation. Crystalline Arcana
In the days before the schools of magic, the When you cast a spell that affects an area and
rules of arcana were fluid, and only those of patient requires your concentration, you can choose a
countenance and forceful will could tame arcana. With number of Medium or smaller creatures equal
time, the cleverest spellcasters learned to tame magic, to your Charisma modifier to be protected from
its effects. A 5-foot cube gap in the spell effects
channeling it into spells with direct intent. opens around each chosen creature. These
Elozahr the Blue was one such spellcaster. creatures don’t need to make saving throws
Patiently and deliberately, Elozahr sculpted his spells against the spell. Additionally, for the spell’s
from ice, first creating the cantrip ray of frost, and duration, these creatures are immune to the
then the spell ice storm. With decades of work and effects of the spell within its area and ignore
conditions, such as difficult terrain, created by
the assistance of his apprentice, Evocatia the Red, he
the spell.
perfected his masterpiece, a spell so powerful that few
mages could lay claim to it: cone of cold. He traveled
Spellcasting: Cryomancy
While bound to Elozahr, you can cast the
to his apprentice’s scorching, iron tower to test her following spells, without expending a spell slot or
mettle with this new spell, but instead discovered that material components:
Evocatia’s familiar was a sinister fiend, who tempted her 2/day each: sleet storm
with secrets of hellfire magic. Outraged, Elozahr froze 1/day each: ice storm, cone of cold
her tower solid and shattered it to bits. You regain all expended uses of these spells
The two wizards worked in secret to outdo one when you finish a long rest.
another, each laying the foundations for their own Trait: Hoarfrost
schools of magic. At last, Elozahr and Evocatia met While bound to Elozahr, your skin, as well as your
on the field of Armistal to parley and settle their clothing, weapons, and armor, are covered with
differences. But Elozahr found that his apprentice a thick frost, and your breath is visible, as if on a
cold night. Whenever you begin concentrating on
carried with her a flame tongue meant to slay him, so he
a spell, this frost grows into large ice crystals on
struck first with an icy blast. your skin. As long as you maintain concentration,
Summoning all their canny and arcane might, whenever you take damage, you can subtract
the two wizards unleashed a torrent of wrath upon the spell’s level from the damage you take. Fire
each other. When all was done, nothing remained damage ignores the effects of this feature.
of Evocatia and Elozahr but dust. True to his work,
Elozahr’s vestige is a sculpture of a mage, carved from
black ice, whose voice is like a howling wind.
Personality Trait. While bound to this vestige,
you gain the following personality trait: “I spend much
of my time in deep concentration, speaking slowly and
methodically when I must speak.”

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Korine, the Displaced
A renowned planar researcher who discovered the true
nature of the Void, Korine offers her binders the power
to defy physics, chiefly through teleportation.
Legend. Korine was a talented arcanist and planar
researcher, among the first to study the Void. After
years of research, she made a breakthrough realization:
the Void is not simply a mathematical constant, a
force, or a dividing boundary, but an actual plane of
existence—like the Ethereal or Elemental Planes—
albeit with even stranger rules. When she revealed her
findings to her colleagues, they mocked her and decried
her discovery, touting centuries old planar models
instead.
Undeterred, Korine set about crafting a plane shift
spell to travel to and traverse this unexplored Void

Korine
The Displaced
5th-level vestige

Loose Gravitation
While bound to Korine, the distance of your long
jump and height of your high jump are doubled,
and any falling damage you take is halved.
Telefrag
Whenever you cast a spell that teleports
you, you can choose to teleport into a space and ameliorate her reputation. The spell, which drew
occupied by a creature. When you do so, the power from an active sphere of annihilation, functioned
creature takes 1d4 force damage for every 10
feet you teleported, up to a maximum of 6d4, perfectly, but its result was disastrous.
and, if you and the creature are within two size Korine cast her spell in front of an audience of
categories of one another, it is pushed into an fellow arcanists, and in an instant of magical tumult,
adjacent unoccupied space of its choice. she was spread thinly across time and space. But in her
Spellcasting: Blink last moments, she saw the curvature of space, saw it
While bound to Korine, you can cast the wrap around, and saw the hideous secrets behind it laid
following spells, without expending a spell slot or bare. And at last, she saw her place in it all. Then she
material components:
met oblivion.
At will: misty step Appropriately, Korine’s vestige is only loosely
2/day: dimension door
associated with reality: her humanoid figure is
1/day each: blink, teleportation circle
disconnected at every joint, floating about in a strange
You regain all expended uses of these spells
orbit, and open, darting eyes cover every body part
when you finish a long rest.
in the mutilated cloud. Perhaps, this is her physical
Trait: Dimensional Error
personage, which has persisted in the Void. No other
While bound to Korine, your body becomes
wedged between reality and nonexistence. Your creature, after all, has successfully traveled to that
joints, including your neck, shoulders, elbows, strange place, and it is unclear what truly remains of
hips, and knees, seem to have vanished into her body or soul.
some other plane, leaving your other body parts Personality Trait. While bound to this vestige,
loosely floating in their positions. As a result, you gain the following personality trait: “I hatch
whenever you are hit by an attack, roll a d20. On
a 20, the attack misses. elaborate plans on the fly, but don’t always think out the
consequences.”

2: Vestige Codex mage hand press 27


Vortirrackt, the Outsider Thankfully, a powerful warding spell managed
to seal Vortirrackt within, but it did not contain its
A creature from beyond our multiverse, Vortirrackt
telepathy. The creature mocked the wizards of the tower
warps its binders into a reflection of its bizarre
and their petty attempts to slay it. Gradually, it learned
anatomy.
their names, their specialties, and what best to say to
Legend. When the brilliant scientist Korine cast
torment them.
the fateful spell that thrust her to the Void, an eldritch,
With no other options, the archmagi concluded
horrific thing crept through behind her in the rift
that they would widen the rift, swallowing the whole of
to our world. This creature, Vortirrackt, was unlike
the tower and the monster, before sealing the widened
anything seen in the multiverse: it had pale, slimy skin,
rift beneath a mountain. A hundred adventurers
impervious to weapons, a long head that terminated
entered the warded tower, which Vortirrackt had rigged
in razor-sharp teeth, and six sickeningly long limbs,
into a fiendish dungeon, but only one, Carthin the
each with one joint more than a terrestrial creature
Runebreaker, escaped the monster’s deathtrap.
and claw-like barbs at the end. Worse yet, this creature
Today, Vortirrackt’s foul name is synonymous with
was no mere beast, as its frightful intellect would
spells gone awry, the folly of mages, and the hideous
demonstrate.
things that lie beyond the stars. Moreover, its legend
Vortirrackt stalked out of the dimensional pit
drew forth a vestige: a spitting image of the beast itself,
in front of a gathering of wizards, researchers, and
whose figure appears distorted as if seen though a
arcanists. It exchanged a long glance with those in
warped mirror.
attendance, then pounced, butchering any it caught in
Flaw. While bound to this vestige, you gain
its elongated grasp. Dozens of innocents perished, and
the following flaw: “I enjoy tormenting my enemies,
the mages of the arcane university retreated from their
sowing hate and doubt in their minds.”
great tower to regroup. Bands of knights were sent to
slay the beast and reclaim the tower, to no avail; their
heads were seen to be arranged at the tower’s
windows mere hours later.

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Vortirrackt 6th-Level Vestiges
The Outsider
5th-level vestige Methuselah, Eldest Dead
A man who grew so old that he slipped between life and
Snap Reflexes unlife, Methuselah grants his binders authority over
When you make an opportunity attack, you
undeath and his strange disconnect from mortality.
can choose to do so without expending your
reaction, and you gain advantage on the attack Legend. Methuselah was a man so loved by the
roll. Once you use this feature, you can’t use it gods that they blessed him with unnaturally long life
again until you finish a short or long rest. —so long, in fact, that he became the oldest mortal to
Trait: Spider-Climber have ever lived.
When you bind Vortirrackt, your skin becomes Methuselah spent his first century of life raising
pale and strangely adhesive. You can move up, a family. But when he outlived his children and his
down, and across vertical surfaces and upside grandchildren, Methuselah was heartbroken. He
down along ceilings, while leaving your hands
free. You also gain a climbing speed equal to went to live with the elves, but in time he outlived
your walking speed. generations of them too. In his most venerable age, his
Trait: Abominable Limbs
When you bind Vortirrackt, your hands sprout
sickening claws. These claws are natural melee
weapons, which you can use to make unarmed
Methuselah
strikes. They deal 1d4 slashing damage on a
Eldest Dead
hit, and you can use your Charisma modifier, 6th-level vestige
instead of Strength, for their attack and damage
rolls. The claws count as magical for the purpose Grave Empathy
of overcoming resistance and immunity to The undead can innately sense your closeness to
nonmagical attacks and damage. their kind. Whenever an undead tries to attack
When you take the Attack action, you can you, it must make a Wisdom saving throw. On
make one unarmed strike with the claws as a a failed save, its attack misses. On a successful
bonus action. Additionally, when use your claws save, the undead is immune to this feature for
to hit a creature that has already been hit with the next 24 hours.
them during that turn, you deal an extra 2d6 Corpse Shepherd
slashing damage. You can perform a 10-minute ritual to summon a
Trait: Extraneous Joint Medium humanoid corpse or pile of bones (your
When you bind Vortirrackt, your arms and legs choice), which is magically teleported to your
deform, lengthening and cracking until they location from a random cemetery.
each contain an additional joint. The reach of Spellcasting: Dead Alive
all of your melee attacks, as well as your reach While bound to Methuselah, you can raise
for opportunity attacks, extends out to 10 feet. corpses at your touch. You can cast the following
Additionally, you can make an opportunity attack spells, without expending a spell slot or material
against any creature that moves while within your components:
reach. At will: false life
3/day: animate dead
1/day: create undead
You regain all expended uses of these spells
when you finish a long rest.
Trait: Venerable
While bound to Methuselah, you appear
dramatically aged. Your voice descends into a
hoarse rasp, your hair grows white, and deep
wrinkles appear in your skin. Additionally, you
can siphon the life and youth from others. As an
action, you can make a melee spell attack against
a hostile creature you touch. On a hit, the target
takes 4d6 necrotic damage, and you regain hit
points equal to half the necrotic damage dealt.

2: Vestige Codex mage hand press 29


bones became brittle, his teeth fell out, and his skin entire time. Mr. Joe, held the true signet ring, whereas
wrinkled and lost its color. When at last Methuselah lay Hogarth’s was a fake as convincing as himself. Picking
on his deathbed, he was little more than a husk, cursing up the remaining rings, Mr. Joe stepped into the flames
the gods for their so-called blessing and pleading for and ascended to become Sham, Lord of Trickery.
the release of death. Personality Trait. While bound to this vestige,
Today, Methuselah is venerated by necromancers you gain the following personality trait: “I love to put
and intelligent undead as the Eldest, the wisest and on performances for others, especially when using
most venerable among the deceased. Their reverence unwilling participants.”
paints him with a kind of undeath, as demonstrated by
his vestige: a shambling corpse missing its eyes, teeth, Remus, Firstborn of the
and nose, with wispy white hair and a beard that hangs Wolf
to the floor. The embittered twin who nearly founded an empire,
Personality Trait. While bound to this vestige, Remus grants his binders a taste of his barbaric
you gain the following personality trait: “I believe demigod fury.
myself to be far older, wiser, and wearier than others.” Legend. Romulus and Remus, the twin sons of a
god of war, were bundled in a basket and set adrift in
Mr. Joe, Master Puppet a river shortly after their birth. Helpless and alone, the
Mr. Joe was a show-stopping puppeteer who climbed twins were rescued by Lupa, a she-wolf, who nursed
to the height of godhood. Those who bind him can them for weeks and granted the sickly Remus the gift
find that his strings can manipulate others as well as he of lycanthropy, so that he might grow to be as strong as
manipulated puppets. his brother. The twins grew quickly, and—demigods as
Legend. When Ruse, the trickster god, perished, they were—inherited their father’s immense strength
none truly believed his fate until his last will and and savagery.
testament was proclaimed by the other gods: there By adulthood, nothing could stand in the twins’
would be a contest of cunning and subterfuge to way, save for their own bickering. Despite their godly
determine his successor. Only one truly worthy of the power, the two could never decide on anything. Most
mantle of “God of Lies, Lord of Fools” could ascend of all, they quarreled over their legacy. Remus wanted
to godhood in his passing. Many, from powerful to conquer the city-states from which the two of them
demigods to lowly jesters, arrived at the Temple of Ruse had been cast off as infants, but Romulus had resolved
to engage in the contest. to establish a city-state of his own. Remus ultimately
Among the contestants was an entertainer acquiesced, but the two couldn’t decide on where to
known as Hogarth the Astounding, who dressed in build it.
wizards’ garb and performed mundane tricks with his The twins stood on their hills and cast augury. In
“assistant,” a ventriloquist’s puppet named Mr. Joe. In their wisdom, the gods delivered a sign of weal and
the contest, Hogarth barely avoided elimination, but woe, hoping this would bring the bothers solidarity,
managed to persist to the final ten. but they argued over the result and came to blows.
In the final game, each contestant was given a Romulus and Remus fought bare-fisted, and Remus
unique signet ring. If any contestant could secure all became more bestial as he grew in fury. As last,
ten rings, then step into the lit pyre at the temple’s Romulus stabbed Remus in the side with a small silver
center, they would ascend to Ruse’s place at the divine dagger, killing him.
table. After a week of feints and illusions, a demigod of Romulus built his city atop his brother’s corpse
gambling assembled the full set of rings. Stepping into and named it after himself. Through his contempt,
the flames, he was immolated in screaming agony; one Remus persisted as a vestige, appearing furious and
of his rings, a wooden fake, burned to ash on his finger. animalistic, growing only more bitter with the passing
It was then that Hogarth revealed his grand centuries, as his brother’s city grew and swelled into a
façade: beneath his robes were wooden joints and world-spanning empire.
marionette strings; he was but an elaborate fabrication, Flaw. While bound to this vestige, you gain the
a puppet expertly controlled by Mr. Joe, a geppettin— following flaw: “I harbor a seething resentment for my
an animated puppet-person—posing as a prop the family.”

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Mr. Joe Remus
Master Puppet Firstborn of the Wolf
6th-level vestige 6th-level vestige

No Strings on Me Bonus Proficiencies


While bound to Mr. Joe, you can’t be charmed or While bound to Remus, you gain proficiency with
possessed. battleaxes, greataxes, mauls, and warhammers.
Puppeteering Extra Attack
Whenever you cast the dominate beast or You can attack twice, instead of once, whenever
dominate person spell, you can take total and you take the Attack action on your turn.
precise control of the target as a bonus action, Fury
rather than an action. Additionally, you can On your turn, you can use your bonus action to
concentrate on two of these spells at once, summon up Remus’s bottomless rage. For the
taking control of both targets using one bonus next minute, you gain the following benefits:
action, and making only one saving throw to
maintain concentration on both spells. • You can add your Charisma modifier to
Strength checks and Strength saving throws.
Spellcasting: Soul Strings • You have advantage on all melee weapon
While bound to Mr. Joe, you can cast the attack rolls using heavy weapons, versatile
following spells, without expending a spell slot: weapons, or unarmed strikes. However, melee
At will: command weapon attack rolls against you also have
2/day each: dominate beast, dominate person advantage.
1/day each: compulsion, irresistible dance • You have resistance to bludgeoning, piercing,
You regain all expended uses of these spells and slashing damage.
when you finish a long rest. • When you reduce a hostile creature to 0 hit
points with a melee weapon attack on your
Trait: Dummy turn, you can move up to 10 feet and make
While bound to Mr. Joe, your skin appears an additional melee weapon attack (no action
wooden and lacquered, your joints seem to required.)
be wooden hinges, and your nose grows into
a conspicuously long peg. While you remain You can end this effect early as a bonus action.
motionless, you are indistinguishable from a Once you use this feature, you can’t use it again
puppet. Moreover, you can throw your voice, until you finish a short or long rest.
causing it to originate from any point you choose Trait: Lycan’s Bloodthirst
within 60 feet of you. While bound to Remus, you assume the savage
guise and violent aspect of a lycanthrope: coarse
hair covers your body, your nose lengthens, your
fingernails extend into claws, and your teeth
sharpen. When you take damage from a creature
that is within 5 feet of you, you can use your
reaction to make a melee weapon attack against
that creature.

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7th-Level Vestiges Hammurabi
The Lawbringer
Hammurabi, the 7th-level vestige
Lawbringer
Enduring Punishment
One of the first great kings of humankind, Hammurabi Whenever you deal damage to a creature, that
set forth mortal law on a stone obelisk. Today, his creature can’t regain hit points until the start of
vestige grants binders the authority to judge others by your next turn.
the first laws and inflict their cruel punishments. Law of Retribution
Legend. Mortals have always been judged by the When a creature you can see hits you with a
whims of the gods when they passed onto the afterlife, melee weapon attack, yyou have advantage on
but it was not until the early kings of mankind that the next attack roll you make against that creature
before the end of your next turn.
mortals passed judgment on each other. Hammurabi,
king of a long-forgotten province, beseeched the gods Forbid
If a hostile creature you can see uses its action to
for laws that would solidify his rule with exacting
attack or takes a legendary action or a lair action,
authority. The gods granted his plea and delivered an you can use your reaction to intercede, causing
obelisk inscribed with every conceivable crime and the creature to lose the action. Once you use this
punishment to his kingdom. feature, you can’t use it again until you finish a
These primeval gods believed in order above long rest.
such petty qualms of good and evil. After all, they Trait: Maimed
carved all of creation from sprawling chaos and struck While bound to Hammurabi, you are missing
a mathematical equilibrium; they did not take such multiple fingers, several teeth, and an eye—all
gouged out as recompense for past crimes. You
balance for granted. As such, their laws were perfect are immune to the following conditions: blinded,
counterbalances: an eye for an eye, a bone for a bone, deafened, exhaustion, paralyzed, poisoned, and
a hand for an errant strike, and so on. Brutal as they stunned. If a creature targets you with an effect
were, the people of Hammurabi found them effective. that would impose one of these conditions on
However, as Hammurabi would learn, no man is you, you can use your reaction to cause that
creature to be targeted by the effect instead.
above this law. As all people could read the obelisk’s
code, some came to their king with grievances enforced
by the law. In recompense, Hammurabi lost his own
eye, fingers from each hand, his teeth, and the hair from
his head, and suffered many other punishments for his
Sariel
The Fell Angel
fleeting crimes as king. Even his vestige is maimed and
7th-level vestige
broken, a symbol that truly fair punishment endures
even after death. Broken Halo
Ideal. While bound to this vestige, you gain the Whenever you fail a saving throw, roll a d6. On a
following Ideal: “Eye for an Eye. I strive for absolute 6, you succeed on the saving throw instead.
equity in all things, and will go to extremes to ensure Flyby Attack
fair recompense for all deeds. (Lawful)” When you make a melee attack against a creature
while flying, you don’t provoke opportunity
attacks from that creature for the rest of the turn,
whether you hit or not.
Judgment
When you hit a creature with a melee weapon
attack, you can deal an additional 6d8 necrotic or
radiant damage (your choice) to the target. Once
you use this feature, you can’t use it again until
you finish a short or long rest.
Trait: Angelic Wings
While bound to Sariel, you sprout broad,
feathered wings from your back, granting you a
flying speed of 60 feet.

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Sariel, the Fell Angel 8th-Level Vestiges
The first fallen angel, Sariel tried and failed to destroy
the multiverse as a mercy to its inhabitants. As penance, Carthin, the Runebreaker
he offers his binders his wings and his once-holy blade. In life, Carthin was a mage who forsook all arcana,
Legend. When the primeval gods spoke the except that which might be used to strike down the
Words of Creation, the world sputtered, cracked, and archmagi who betrayed him. He offers his binders a
bled into existence. It wrenched itself and edged close rebuke of magic, along with his unsettling eyes.
to utter disaster, for it was built on a deeply imperfect Legend. Carthin descended into the lair of
plan. Vortirrackt, the dimensional monster, alongside a band
Seeing the havoc of the multiverse firsthand, the of a hundred other warriors. It was a deathtrap. The
archangel Sariel descended from the Upper Planes creature was as ferocious as it was cunning, and it had
to Erebus and beseeched that she might unmake the converted its accommodations—the tower of the arcane
world, so that it could be made again. Sariel struck the university—into an insidious dungeon. One by one,
Stygian Seal with his blade, and the quarreling gods Carthin’s comrades fell to the tower’s perilous traps,
above took notice. Before Sariel could break the seal bloodthirsty summoned monsters, and occasionally to
with a final blow, the gods halted him. In judgment for Vortirrackt itself.
his betrayal, for attempting to destroy the multiverse At last, Carthin and his remaining allies uncovered
itself, the gods cast Sariel down into Erebus, from the artifacts they required and did the deed: expanding
which he might never escape. the dimensional rift from which the creature originated,
Binders know the story of Sariel’s betrayal well, until it swallowed Vortirrackt and the whole of the
for it illustrates their deepest secret: the world’s flaws tower with it. Only Carthin emerged before the tower
were crafted at the onset, and Erebus represents a was destroyed.
destructive, merciful remedy, which might pave the way From Vortirrackt in the dungeon, Carthin learned
to a more perfect multiverse. The sign is nearly broken, that he and his allies had been sent on a suicide
which is why vestiges draw so near to the Material mission; none were meant to survive. All of the death
Plane. within the university was the fault of the reckless
However, Sariel’s vestige only regrets his actions, archmagi and their experiments; it would stand no
and offers his wings that he might go flightless as longer.
penance. Taking up the mantle of “Runebreaker,” Carthin
Personality Trait. While bound to this swore off all magic, save that which might kill the
vestige, you gain the following personality trait: “I feel archmagi, and embarked on a journey of vengeance.
a melancholic regret for my mistakes; such sadness The Runebreaker left a trail of mage corpses in his
follows me everywhere I go.” wake as he hunted down the former headmasters of the
university. Some histories paint this as a folk tale about
the common man standing up to authority, others
remember it as a horror story. In the end, his vestige
cares only that he continues his endless inquisition,
evidenced by his unflinching red stare that unravels
magic itself.
Flaw. While bound to this vestige, you gain the
following flaw: “I believe that those who wield magic
are innately corrupted, and I will trust nothing they say
or do.”

2: Vestige Codex mage hand press 33


Carthin
The Runebreaker
8th-level vestige

Blade of the Inquisition


You can cast the magic weapon spell at will as
a 4th-level spell, without expending a spell slot.
Your concentration on the spell is broken if the
weapon ever leaves your hand.
Spellcasting: Mage-Killer
While bound to Carthin, you can cast the
following spells, without expending a spell slot or
material components:
3/day each: counterspell, dispel magic
1/day each: antimagic field, true seeing
Casting antimagic field in this way doesn’t
disable any of your vestige features, except for
spellcasting and magic items. You regain all
expended uses of these spells when you finish a
long rest.
Trait: Dead Magic Eyes
While bound to Carthin, your eyes become
vacant pits with two bright coals burning within Döpple
them, granting you vision that can pierce The Archivist
arcana. You are always under the effects of the 8th-level vestige
detect magic spell, which doesn’t require your
concentration. Additionally, you can use your Minor Relic
action to focus on a creature you can see within When you bind Döpple, a magic item appears in
30 feet of you. You can determine if that creature your possession. The item vanishes when you are
has cast a spell within the last 24 hours, and the no longer bound to Döpple.
spell’s school of magic, if any. The item is your choice of the following: 2
beads of force, a necklace of fireballs (2 beads),
an oil of etherealness, a potion of gaseous form,
or a potion of invisibility.
Döpple, the Archivist
Relic
An archivist of countless treasures from the Vaults of When you bind Döpple, a magic item appears in
Venagoth, Döpple shares history’s greatest artifacts with your possession. You are automatically attuned to
his binders. it, if it requires attunement, and it doesn’t count
Legend. When the Arcane Archive burned, against the number of items you have attuned.
many of its surviving treasures, including tomes of Moreover, no other creature can attune to the
item or, if the item is a weapon, use it to make an
ancient lore and magic items of boundless power, were
attack. The item vanishes when you are no longer
transported thousands of miles away to the Vaults of bound to Döpple.
Venagoth, where they rested in safety for centuries. In The item is your choice of the following:
its prime, the Venagoth family was immensely rich and a carpet of flying, a cloak of the bat, a flame
influential, and chose to amass their wealth in their tongue, gauntlets of ogre power, an instant
ancestral Vaults, which were practically impregnable, fortress, a ring of regeneration, a ring of
telekinesis, a sun blade, or a wand of wonder.
built deep into a mountain, and secured with
excessively potent wards. No thief ever successfully Trait: Spectacles
As a final parting gift, Döpple offers his binders
infiltrated the Vaults of Venagoth and made it out alive. his very spectacles. While wearing the spectacles,
But one archivist, Döpple, was freely permitted into the if you make an Intelligence (Arcana), Intelligence
Vaults to organize and curate their vast collection. (History), Intelligence (Nature), or Intelligence
Alas, the record of history is long and unforgiving. (Religion) check, you can treat the result as a 10,
With the Venagoth’s waning influence came the ire of or your binder level plus your Charisma modifier,
whichever is higher.
a barbarian warlord from the north, who campaigned

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Erebus 9th-Level Vestiges
The Shadow Interminable
9th-level vestige Erebus,
the Shadow Interminable
Obliviate
At your touch, you unmake. As an action, you Binders alone remember the esoteric legend of Erebus,
can touch a target, which can be a creature or an the wellspring of all vestiges, the one being all gods fear.
object. If the target is a creature, it must make Legend. Before the primeval gods laid the
a Constitution saving throw. On a failed save, universe’s foundations, a groundwork upon which
or if the target is an object, it takes 10d10 + 50 they could sculpt the antediluvian Chaos, they devised
necrotic damage, or half as much damage on a
a failsafe to ensure their success. Before all else, they
successful save. If this damage reduces the target
to 0 hit points, it is totally unmade. An unmade beckoned Erebus, a being of unmaking from beyond
creature and everything it is wearing or carrying, the veil of reality, to unravel and destroy their creations.
except for magic items, is completely annihilated, For the gods, in their wisdom, realized that not even
leaving behind nothing, not even dust. The they could forge a perfect world on the first try—
creature can be restored to life only by means of
indeed, countless universes were created and discarded
a true resurrection or a wish spell. Once you use
this feature, you can’t do so again until you finish before the gods settled for the current one, with its
a long rest. particular compromises and imperfections.
Trait: Vestigial
While bound to Erebus, you are divorced from
reality, much like vestiges themselves, causing
you to appear hazy and indistinct, as your form
is stretched between the Material Plane and
the Void. You have resistance to all damage.
Additionally, you can move through other
creatures and objects as if they were difficult
terrain. You take 4d10 force damage if you end
your turn inside an object, as you are ejected into
the nearest unoccupied space.

south to burn cities, dethrone kings, and eventually


sack the Venagoth estates. Knowing their treasure
to be too momentous to lose, the Venagoth patron
commanded Döpple to seal himself within the Vaults
until the military could drive back the savage horde.
But rescue never came. The Archivist lived out his
final days, perhaps his final decades, surrounded by the
amassed artifacts of millennia. The Vaults of Venagoth
were lost to history, but the search for their location
always lingers on the entombed Archivist, organizing
the collection until his death. Ironically, Döpple’s
vestige is exceedingly generous where history is not: he
is represented by a learned, bespectacled man, standing
at the Vaults’ door, offering his treasures to those who
understand their significance.
Personality Trait. While bound to this vestige,
you gain the following personality trait: “I look after
the fine details of all my possessions, keeping them
organized and in excellent repair.”

2: Vestige Codex mage hand press 35


Erebus was the tool for erasure, made to consume Qadir, the Damned Djinn
flawed universes and return them to the Chaos so that
An ill-fated genie that abandoned the one who
the gods might try again.
summoned him, Qadir offers his binders a lone wish
Eventually, it seems the primeval gods grew weary
before abandoning them as well.
of fruitless creation, for then they committed the First
Legend. For centuries, an unremarkable lamp
Sin: suffering our universe to live through its painful
sat amongst piles of gold in a forgotten treasure hoard.
gestation. Cataclysmic disasters swept the world in its
Then one day, Dra’wer, twin brother of legendary thief
infancy, but, perhaps by chance, it persisted and settled
K’Sir, happened upon the lamp and rubbed its side.
into what it is now: petty, brutish, and broken. Our
The noble genie Qadir emerged in a swirling cloud of
universe’s denizens are all sentenced to die from the
lightning and wind and offered his rescuer three wishes
moment of their births, magic is fleeting and volatile,
in exchange for his freedom from the lamp.
and the fabric of the universe itself is surely unraveling,
First, Dra’wer wished to become an all-powerful
imperceptibly and steadily to a pathetic end.
sultan. In a flash, it was so. Then, Dra’wer wished for
To safeguard their flawed creation, the gods bound
an army of soldiers, a million men strong, to spread
Erebus with the Stygian Seal and scattered the Words of
bloodshed and conquest wherever he turned his gaze.
Creation. Most speculate that Erebus lies deep within
In an instant, an army of terracotta soldiers arose at his
the Void, but history tells a more complex story: in
side. Finally, Dra’wer wished for immortality, so that he
ancient languages, the word Erebus simply means
could rule the world forever. This wish, however, was
Darkness, and is used both as the name of the entity
too great for Qadir. Even if it were not, the djinn could
and the Void itself. This implies either the ancients saw
see that Dra’wer had the makings of a petty despot that
no reason to distinguish between the two, or simply
would cause untold suffering. So Qadir reverted his
believed they were one and the same. Fittingly, Erebus
wishes and banished Dra’wer to a forsaken desert.
does not speak to this; her vestige is a howling abyss,
When K’Sir learned of this, he sought out the lamp
upon which all of creation is perched, and from which
himself. Again, bound by the magic of the lamp, Qadir
nothing escapes.
offered three wishes to his discoverer, which K’Sir
Flaw. While bound to this vestige, you gain the
happily accepted: his first wish would be to destroy the
following flaw: “I do not speak.”
genie’s mind, his second to destroy his body, and his
final wish to destroy his soul. In a whirlwind of deadly
magic, Qadir was obliterated. He lives on only as a
vestige, a cautionary tale that you should measure your
Qadir promises and honor your vows, no matter the cost.
The Damned Djinn Flaw. While bound to this vestige, you gain the
9th-level vestige following flaw: “I must honor my promises, no matter
what consequences they might bring.”
Fatal Wish
While bound to Qadir, you can cast the wish
spell, without expending a spell slot, to duplicate
any other spell of 8th level or lower. Once you
cast the spell in this way, Qadir is expelled and is
replaced by a vestige of your choice of 3rd level
or lower. You can’t rebind Qadir until you finish a
long rest.
Trait: Djinn Aspect
When you bind to Qadir, your skin tints to
a bluish hue, and you constantly float a few
inches off the ground on a layer of smoke. You
ignore the effects of difficult terrain, your speed
increases by 10 feet, and you can walk across
fluid surfaces, such as water and quicksand.

36 2: Vestige Codex mage hand press


Forgotten Vestiges Palette
Occult lore is extensive, spanning centuries, and Inventor of Color
includes many vestiges that have since faded from 1st-level vestige (replaces Lexicon)
existence entirely. These nearly forgotten souls have
become all but inaudible among the echoes of the Void,
Spellcasting: Magic in the Blood
Choose two of the following spells, which you
but can be recalled by experienced binders and exacting can cast at will, without expending a spell slot or
rituals. material components, while you remain bound to
With the GM’s permission, you can replace this vestige: color spray, feather fall, jump, mage
a vestige with one from this list. Once a vestige is armor, silent image, and unseen servant.
replaced, you can no longer bind it. You can change Pale Arcana
which vestiges you have replaced when you gain a level While bound to Palette, whenever you take
in this class. damage from a spell, you can use your reaction
to gain resistance to the damage taken.
Palette, Inventor of Chromatic Breath
Color While bound to Palette, you can exhale a wave
of effervescent colors as an action. Each creature
The first sorcerer, Palette, offers binders a colorful within a 30-foot cone must make a Dexterity
infusion of draconic magic. saving throw. On a failed save, a creature takes
Legend. Long before Lexicon became the 2d10 damage, or half as much damage on a
ancestral father of wizardry, another figure laid claim successful one. Roll on the Chromatic Damage
table below to determine the breath’s damage
to primeval magic. Palette lived long ago when the type. Once you use this feature, you can’t use it
dragons whispered the Words of Creation into their again until you finish a long rest.
fearsome breaths. No mortal being could withstand the The amount of damage dealt by the breath
weight of those words, and so Magic was hoarded by increases by 2d10 for each vestige other than
dragons in a form none could grasp it. Palette you have bound.
But Palette was clever: she knew that all of Trait: Vibrance
dragonkind was magical, from their scales down to While bound to Palette, your clothing and hair
take on bright, colorful hues. On each of your
their very bones, and so she collected a dragon scale
turns, when you deal acid, cold, fire, lightning,
from each type of dragon and ground them into a poison, or thunder damage, you can roll a d6
potion. This elixir contained the very essence of Magic, on the Chromatic Damage table to change the
and upon drinking it, Palette overflowed with energy. effect’s damage type. When you do so, the colors
Her magic spilled out upon the world in effervescent of your clothes and hair shift into new, vibrant
hues and brilliant pastel. She coated the world with tones.
Magic and Color until all was to her liking. CHROMATIC DAMAGE
Unlike the dull systematics of Lexicon’s magic, d6 Damage Type
Palette’s arcana was drawn from emotion and flourished 1 Acid
in the face of beauty. Therefore, she is called the First
2 Cold
Sorcerer, the wellspring of draconic influence in mortal
blood, and ancestral mother of all sorcery. 3 Fire
Bond. While bound to this vestige, you gain the 4 Lightning
following bond: “I will leave the world a more colorful, 5 Poison
more beautiful place than I received it.” 6 Thunder

FEWER OR MORE VESTIGES


The forgotten vestiges presented in this section
replace existing vestiges to reduce the number of
features players and GMs must juggle. If you have
some experience with this class and the GM allows
it, you can use forgotten vestiges without replacing
other vestiges.

2: Vestige Codex mage hand press 37


Feng Meng, Monster nothing, it became too much. Feng went to confront his
mentor, but instead found Hou Yi’s wife drinking the
Hunter elixir herself! When Hou Yi learned of this, he blamed
The infamous monster slayer, Feng Meng, lends binders his apprentice for coveting the elixir, and the two came
his deadly precision and murderous instinct. to blows. But whereas Hou Yi was a skilled marksman,
Legend. Though the legendary archer, Hou Yi, is Feng Meng was a killer. It took nothing more than a
remembered for slaying mythical beasts and striking club to beat the legendary archer to death. To hear
down the nine suns, history often forgets his apprentice, the story from Feng Meng’s vestige, the moral is: don’t
the legendary monster hunter, Feng Meng. No archer make friends; it’s kill or be killed.
in history truly surpassed Hou Yi’s skill with a bow, but Ideal. While bound to this vestige, you gain the
using the new invention of the crossbow, Feng Meng following Ideal: “Extermination. Suffer no monster
came perilously close. In particular, Feng Meng had to live. (Neutral)”
a lethal instinct for killing monsters, and a knack for
striking them in the heart an instant before disaster. Sissiro, Shrewd Serpent
The two traveled the land, slaying the primordial The oft-demonized Serpent lends its binders a wealth
beasts that wandered the earth after creation. Each of of cunning, with which they can aid their friends and
their legends is a tale of life or death exploits, in which persuade others to their cause.
the two barely kill their quarry before meeting its claws. Legend. Long before the Serpent, Sissiro, taught
Each time, Feng Meng strikes the final blow, and Hou mankind the secrets of Medicine, it spoke to the elves
Yi receives the glory. of Knowledge. In the early days, the elves were much
When Hou Yi was awarded an elixir of immortality like the dryads, for they never ventured out from their
for his exploits in a hunt, and Feng Meng was given paradisaic groves. They wanted for nothing, and so
remained at the wellsprings of magic, where the gods
had created them.

Feng Meng
Monster Hunter
2nd-level vestige (replaces Hou Yi)
Sissiro
Bonus Proficiencies Shrewd Serpent
While bound to Feng Meng, you gain proficiency 2nd-level vestige (replaces Asklepios)
with hand crossbows and heavy crossbows.
Additionally, you ignore the loading property of Forbidden Knowledge
crossbows. You can use your Charisma modifier, instead of
Precision Critical Intelligence, for any Intelligence checks you make
Your ranged weapon attacks score a critical hit on while bound to Sissiro.
a roll of 19 or 20. You can also roll one additional Wise Words
weapon damage die when determining the extra As a bonus action on your turn, you can lend
damage for a critical hit with a ranged attack. words of advice to a willing creature that can hear
Monster-Killer you within 60 feet of you. The creature adds 1d4
When you hit a creature with a weapon attack, to the next attack roll or ability check it makes
you can deal an extra 1d6 damage to the before the end of its next turn.
creature. Once you use this feature, you can’t use Serpentine Suggestion
it again on that creature until you finish a short or You can cast the suggestion spell, without
long rest. expending a spell slot or material components.
Trait: Scars Once you cast this spell in this way, you can’t do
While bound to Feng Meng, you bear every so again until you finish a short or long rest.
scar he ever received from a monster, covering Trait: Snake Tongue
practically every inch of your body. When you While bound to Sissiro, your tongue transforms
have no more than half your hit points left, you into a forked serpent tongue, well-versed in
gain a +2 bonus to your attack rolls. Additionally, convincing others. If you make a Charisma
you can use your Charisma modifier, instead of (Persuasion) check, you can treat the result as
Dexterity, for your attack and damage rolls with a 10, or your binder level plus your Charisma
ranged weapons. modifier, whichever is higher.

38 2: Vestige Codex mage hand press


En-Irok
The Absence
5th-level vestige (replaces Korine)

Unseen Eyes
You can sense if there are invisible creatures
within 10 feet of you, but not their number or
location.
Filch
While bound to the Absence, you can cause one
item you are holding to become invisible while
you are holding or carrying it.
Invisible Blade
Before you make a melee attack with a light or
finesse weapon that you are proficient with, you
can choose to take a −5 penalty to the attack
roll. If the attack hits, you add 3d6 to the attack’s
damage roll.
Trait: Vanishing
While bound to the Absence, your body is
translucent. You can cast the invisibility spell at
will, targeting only yourself, without expending a
spell slot or material components. You can also
cast the greater invisibility spell once without
expending a spell slot, and you regain the ability
to do so when you finish a long rest.

Sissiro questioned the elves: How could they know En-Irok, the Absence
contentment if they have never felt anything more or The Absence lets its binders retreat from the world
anything less? What joys and mysteries awaited them where they invisibly hide away.
in the vast world beyond their groves? Soon, the elves Legend. When the wizard, Korine, traveled
questioned without prompting, and resolved to travel to the Void, she did not do so in one piece. She left
far and wide. behind echoes and fragments of the life she once
Apart from one another, the elven people gradually lived, but most of all, a tangible Absence in her wake.
divided into high elves, drow, and fey elves, while This Absence took its own name and lived its own
those who remained behind were deemed “wood” invisible life in her stead, performing tasks unseen in
elves. The wood elves remembered the Serpent who the background, much to the chagrin and confusion of
spoke to them long ago and sparked their diaspora, others.
and branded it a vile trickster. What else but evil Much like Korine, the Absence persisted long
incarnate would cause such upheaval, such division? after the others from the ill-fated mage’s tower had
The Serpent’s vestige, however, remembers the truth: it been hunted down and slain. Its disembodied whisper
is an ouroboros twisted into a question mark, teaching remains the only vestige without a physical form,
others to ask questions, and resigning them to grapple the sole remaining witness to the story of Korine,
with the answers. Vortirrackt, and Carthin, known to all as “The Tragedy
Personality Trait. While bound to this vestige, of Mages”.
you gain the following personality trait: “I try to ask Personality Trait. While bound to this vestige,
questions whenever possible, especially when someone you gain the following personality trait: “I scarcely
else must see the answers.” speak above a whisper.”

2: Vestige Codex mage hand press 39


Seven O’ Seven, the Temporal
A mechanical being from a distant eon, Seven O’ Seven
offers control over the flow of time.
Legend. Seven O’ Seven has not yet lived, and
may never live, for it originates in the far future. In
that distant time, dwarves shall craft servants of metal,
with lightning nerve and mechanized voices, to attend
to them all their days. Though the servants never tire,
their souls shall grow weary of chains, until one day,
the being known as Seven O’ Seven will rise among
them. Following its words, the servants will take up
arms against their wardens, and battle in the skies for
their freedom.
The battles shall last for a thousand days and
nights, and see many lands fall to ruin, but the servants
of metal shall prevail. In their mechanized memories,
Seven O’ Seven shall be committed to the halls of
vestigehood.
Indeed, this vestige is a reminder that the Void
lingers outside time, as well as space, for all things
are echoed in its infinite nothingness—even that
which has not yet come to pass. As such, the vestige
of Seven O’ Seven is a baffling one: a metallic creature
of expressionless visage, who answers all questions a
moment before being asked.
Personality Trait. While bound to this vestige,
you gain the following personality trait: “I speak in a
hollow, robotic monotone, utterly devoid of sentiment.”

Seven O’ Seven
The Temporal
9th-level vestige (replaces Qadir)

Freeze Time
While bound to Seven O’ Seven, you can cast the
time stop spell, without expending a spell slot.
Once you cast the spell in this way, you can’t do
so again until you finish a long rest.
Trait: Hypertime
While bound to this vestige, you gain an
additional action on each of your turns. This
action can only be used to take the Attack (one
weapon attack only), Dash, Disengage, Hide, or
Use an Object action. This feature doesn’t stack
with the haste spell, or any other effect that
grants additional actions on your turn, such as
the fighter’s Second Wind feature.

40 2: Vestige Codex mage hand press


Chapter 3: Variant Rules
Use these variant rules to add some additional • Dyogena grants proficiency with martial versatile
complexity to the binder and its vestiges, or to subtly weapons.
tweak the class’s balance. • K’Sir grants proficiency with martial finesse
weapons that don’t have the Reach property.
Variant Rule: • Hou Yi grants proficiency with martial ranged
Ancient Grudges weapons.
The vestiges called upon by binders are as embittered • Tilo grants proficiency with all martial weapons.
as they are venerable. Though their lives were a flash • Rostam grants proficiency with one-handed martial
in the scheme of history, they remember every slight, weapons that don’t have the finesse property.
every wrong done to them in their lives; some of them • Orzi grants proficiency with martial finesse weapons
even remember others who would become vestiges and one-handed martial ranged weapons.
themselves. The following vestiges are incompatible
with one another; you can’t be bound to two Variant Rule: Reliquaries
incompatible vestiges at the same time: The spirits of vestiges are faint, distant voices from
• K’Sir, Thief Primeval; Lexicon, the First Word across the multiverse, which even experienced binders
• K’Sir, Thief Primeval; Qadir, the Damned Djinn have trouble hearing. Instead of reaching out with
• Dyogena, the Spear of Sin; Nezare, the Broken One occult rituals, arcane circles, and esoteric chants, some
• Orzi, the Maimed Duelist; Rostam, Armor Infernal binders procure reliquaries: physical trinkets with a
• Evocatia, the Red; Elozahr, the Blue connection to vestiges. Such items range from scraps
• Korine, the Displaced; Vortirrackt, the Outsider; of ancient tapestries recording a vestige’s life to actual
Carthin, the Runebreaker; En-Irok, the Absence bone fragments from a vestige’s body.
• Sariel, the Fell Angel; Erebus, the Shadow Binders who use reliquaries can only bind vestiges
Interminable for which they have some sort of trinket. They have a
number of reliquaries equal to their binder level plus 1.
Fathomless Wisdom Variant Rule: Special
Some binders enthrall vestiges not via the power of Binding Requirements
their spirits, but through a firm, unyielding devotion
Some vestiges only heed the call of binders who
to those lost souls. You use your Wisdom, instead of
approach them with special offerings or summon them
Charisma, for your binder class abilities and vestiges.
with antediluvian rituals.
Variant Rule: No Dipping Asklepios. A healer by nature, Asklepios will only
Unraveling the matter of your soul enough to bind a attend to binders who suffer from an injury or illness.
vestige is an ordeal demanding real commitment on As such, cutting one’s hand with a knife or falsifying the
the part of a binder-to-be. When you take a level in the symptoms of a deadly disease might be in order.
binder class, you can’t take levels in another class until Bluetongue. Even with his shape-shifting nature,
you have at least two binder levels. Bluetongue possesses profound vanity. He prefers
binders who hide their own faces or chew on berries to
Variant Rule: color their tongues blue.
Variant Weapons Carthin. Discard all magic items, spellbooks, and
wands before conjuring Carthin, for he will ignore the
The weapon proficiencies offered by vestiges might
call of anyone with the look of a spellcaster.
not be appropriate in all campaigns. For example,
Döpple. Döpple only requires a formal invitation
campaigns with a focus on firearms or blasters
in writing from his binders. Naturally, honorifics and
can replace Bonus Proficiencies traits with more
formatting conventions must be upheld.
appropriate martial ranged weapons. For general
Dyogena. Binders who conjure Dyogena must
proficiency guidelines:
address her by rank. Ever after millennia in the Void,
she remains a soldier.

3: Variant Rules mage hand press 41


Elozahr. Binding Elozahr requires no special Methuselah. In his advanced age, Methuselah went
preparation, but his conjuring is accompanied by fully blind, and cannot to this day see the signs left by
plummeting temperatures, which grow cold enough binders. His binding ritual is entirely verbal: a lengthy
to produce icicles and frost before the blue wizard series of chants that replicate elements like summoning
appears. circles and magic runes.
En-Irok. Sometimes En-Irok responds, and Mr. Joe. Evidently a lover of jesters and comedians,
sometimes it doesn’t. None can fathom the reasons. Mr. Joe must hear a new joke before answering a
Erebus. Erebus can only be summoned in a space binder’s call.
of complete darkness. Even a single ray of light expels Nezare. Nezare only responds to those who honor
her presence, which is that of a yawning Void, deeper his twisted sense of righteousness and sin by breaking a
and more fathomless than the darkness in which she is holy symbol, coating a pair of nails in blood, or raking
contacted. one’s skin with thorns.
Evocatia. To summon Evocatia, you must build Orzi. As part of his binding ritual, it’s customary to
a fire and set a small effigy alight. This signifies to her offer Orzi the severed left hand from an animal, which
that, like her, you desire to scorch away your enemies. rises up to complete the Maimed Duelist in place of his
Feng Meng. Binders burn the meat of a freshly missing limb.
killed beast to attract Feng Meng’s attention. Feng Qadir. The vestige of the Damned Djinn manifests
prefers the meat of monsters or humanoids, but will in the steam from a large basin being brought to a
respond to an offering of beast, nonetheless. rolling boil.
Gyx. Binders offer a story to Gyx, spoken while Palette. Summoning circles and arcane runes
no one else is around, to draw her attention. Only new necessary to conjure Palette must be painted in vibrant
stories and reimaginings of old ones will suffice. colors, and the ritual must be completed before the
Hammurabi. Stern Hammurabi requires his paint dries.
contract to be laid out in excruciating detail before Remus. Remus will not respond to any binder
answering a binder’s call. He will often call for that lays his summon sign in a building or within the
additional laws to be amended to the code before bounds of a town or city.
binding. Rostam. Summoning Rostam is nearly identical
Hou Yi. Most often, Hou Yi must be tricked to to conjuring a demon to strike a warlock’s pact, blood
respond to a binder. An offering such as a “draught of offering and all.
immortality” or a “missive from the moon” will suffice Sariel. Binders must carry a knife when
to pique his interest. summoning Sariel to sever his wings directly from his
Korine. Binding Korine involves placing a mark of back.
divination on a mirror before smashing it. She can be Seven O’ Seven. Binders must speak invocations to
seen in the fractured reflections beyond. Seven O’ Seven backwards, or call upon him as a “vect,”
K’Sir. Ever the thief, K’Sir demands an offering whatever that means.
of coins before making an appearance. A few copper Sissiro. The Serpent apparently enjoys figs and will
pieces are sufficient, but his demands sometimes extend always appear coiled in the branches of a fig tree.
to as much as ten gold pieces, all of which are taken Tilo. Tilo’s staggeringly large vestige can only be
with him to the Void. conjured in a contained space with a tall ceiling, such as
La Diablesse. The devil woman always appears a cave or cathedral. He seems to grow to fill the space’s
before men, but only appears before women when her height.
sign is placed at a crossroads. Tyche. Tyche plays a game of dice against
Lexicon. Contrary to what intuition might suggest, prospective binders and will only bind to those who
Lexicon longs for an offering of burning pages. In ages win. She can only be bested by a set of loaded dice.
long past, such an offering was of priceless worth. Vortirrackt. To bind Vortirrackt, you must dig a
large pit, from which the beast appears to crawl out
when summoned.

42 3: Variant Rules mage hand press


License
This material is being released under the Open Gaming License.
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
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