Hello all! I've made a binder class, found here, but updating all the vestiges to 5e is a large project, and I'd like it if I didn't have to undertake the task alone. As such, I'm asking for help - if you have the source for one of the vestiges on the list (Tome of Magic has most of them, of course), and you don't mind writing it up, feel free to post it here.
Special Requirement: You must draw Chupoclops' seal with the dirt from a grave. Also, if you are bound to Amon, Chupoclops refuses to appear.
Influence: *Hopelessness/Pessimistic* **Flaw.*** While under the influence of Chupoclops, you can't help but be pessimistic and you feel resigned to your own fate. You automatically fail all saves against fear effects and moral penalties (bane).
Sign: Your lower jaw increases in size and two tusks protrude from it.
Manifestation: Chupoclops appears as a Gargantuan phase spider over the seal, but only the body part directly over the seal is visible at a time.
Granted Abilities:
*Aura of Despair* Every creature within 10 feet of you takes a -2 penalty to attack rolls against you. You can activate or deactivate this as a bonus action.
*Ethereal Watcher* As an action, you can shift into the Ethereal plane. While shifted, you cannot be attacked and can see up to 30 feet in your current plane, but if you move or take an action, you go back to your current plane, and you must wait a minute before using this ability again.
*Poison Bite* You can make an natural attack by biting, which deals 1d6 piercing damage.
*Pounce* When you move at least 20 feet before attacking an enemy, you can use a bonus action to include a bite attack.
*Soulsense* You know the location of all living creatures within 10 feet of you, even if you are blinded. You know their type automatically.
Special Requirement: You must place a gem about the size of a human tooth or eye in the center of Acererak's seal. During the summoning process, the gem does not move at all.
Influence: While under the influence of Acererak, when you have the opportunity to fill a power void, Acererak requires you seize that position. You might impersonate a missing officer, take command of a militia without a leader or use your own ability to seize power.
Sign: A gem replaces one of your teeth. If removed, the removed gem turns back into a tooth and another tooth becomes a gem.
Manifestation: The gem placed in the seal appears to float up to your head and a skull forms from dust around it, that being Acererak's manifestation.
Granted Abilities:
*Detect Undead* You can cast *locate creature* at will, but only to detect undead.
*Hide from Undead* As an action, you can hide from undead. As a result, for the next minute, you are considered invisible to undead creatures.
*Lich's Energy Immunities* You gain resistance to lightning and cold damage.
*Paralyzing Touch* As an action, you can attempt to invoke your powers to chill a living creature's soul. Make a melee spell attack within your range. If the attack hits, the target must make a Constitution save. On a failed save, they become paralyzed for a maximum number of rounds equal to half your binder level. At the beginning of their turn, the affected target can repeat the save, ending the effect on a success. Once you have used this ability, you must wait 5 rounds before doing so again.
*Speak with Dead* You can question the dead by casting *speak with dead* at will.
*Undead Healing* You are healed by negative energy. You no longer take necrotic damage, and are healed for roughly half the necrotic damage you would have normally taken.
Influence: While under the influence of Zceryll, you shall never admit that you need help or show any sign of weakness. You also must treat those weaker than you with scorn, contempt, and hate.
Sign: Your eyes appear as circular mirrors, and any living creature in your peripheral vision appears as a twisted daemon with tentacles and extra eyes, among other things.
Manifestation: The seal is filled with thousands of mirrors reflecting a beautiful human woman, until an ear-shattering scream changes the reflection into that of a hideous monster. The mirrors then shatter, causing Zceryll to manifest.
Granted Abilities:
*Alien Mind* Your mind is twisted and warped. You become immune to *phantasmal killer*, *weird*, and *confusion* spells. Also, for every 4 binder levels you possess, you gain a +1 bonus to saves against mind-affecting effects.
*Bolts of Madness* As an action, you can fire a ray which has a range of 100 feet plus 10 feet for every binder level. The target must make a Wisdom saving throw. On a failed save, the target is dazed for 1d3 rounds. Once you have used this ability, you cannot do so again for 5 rounds.
*Summon Alien* You can cast *summon monster* at the highest level a wizard of your level can cast. The summoned creature has its type become Abberation. Once you have used this ability, you must wait 5 rounds before doing so again.
*Telepathy* You gain telepathy up to 100 feet. You also know the location of any intelligent creature (INT 4+) within this range.
Sorry, seeing this post today for the first time. Not sure it's still useful, but here's a couple ideas. Let me know if it's unbalanced.
𝕋𝕙𝕖 𝕘𝕣𝕖𝕖𝕟 𝕝𝕒𝕕𝕪
Vestige Level: 2nd
Binding DC: 12
Special Requirement: Yes
The Green Lady is a relatively obscure vestige. She gives her summoners the ability to turn or rebuke undead, an enhancement to their Charisma, grants the use of many arcane magic items, allows you to utilize a first-level arcane spell of your choice as a spell-like ability, and the ability to recognize magic items for what they are.
Legend: Once a high priestess of Wee Jas, she was instrumental in carrying the faith of the Witch Goddess from the old Suel Imperium into the new world after the Rain of Colorless Fire. She died in the Cairn Hills, and a small cult dedicated to her memory remains there today.
Special Requirement: You must either draw the Green Lady's within sight of a graveyard or of any site sacred to Wee Jas.
Manifestation: The Green Lady first appears as a beautiful Suel woman dressed in resplendent robes of the faith of Wee Jas.
Sign: Your eyes turn emerald green and glow faintly, and faint shimmers of green energy periodically ripple over your body.
Influence: While under the Green Lady's influence, you become haughty and elitist, and expect your allies to defer to your opinions and wishes. The Green Lady requires that you make at least one attempt to turn or rebuke any undead you encounter before you can attack it physically or with magic (unless you have already used all your attempts for the day). Filth and decay disgust you, and given a choice you must always avoid placing yourself in a situation that would soil your clothing or your skin.
Granted Abilities: The Green Lady infuses you with mastery over magic and death, and enhances your natural ability to influence and control your subjects.
Turn Undead: you can turn or rebuke undead as a cleric your effective binder level. At level 5, you benefit from the cleric's Destroy Undead ability for as long as you are bound to the Green lady. Once you have used this ability, you cannot do so again until you finish a short rest.
Green Lady's Beauty: once per short rest, you can add half your proficiency bonus (rounded up) to a Charisma (Deception) / (Intimidation) / (Performace) check. This addition stacks with any proficiency you might already possess in these skills.
Arcane Knack: once per long rest, your innate adeptness for spell trigger items allows you to activate them with less energy consumption. When using a wand or a rod, roll 1d4 and subtract this result from the number of charges you would have otherwise expended.
Gift of Magic: the Green Lady grants you the use of one 1st-level wizard spell as a spell-like ability. You may use this spell-like ability at will, but once you have used it, you cannot do so again until you complete a short rest. You must pick your spell-like ability when you bind the Green Lady, after which you cannot later change your mind. Your caster level with this spell-like ability is equal to your equivalent binder level.
Lore of Magic: You can use Intelligence (Arcana) to identify magic items. You must examine the item to be identified for one minute, after which you make a Intelligence (Arcana) check (DC 15 + the magic item's caster level). If you exceed the target DC by 10 or more, you also note any curses the magic item may bear. You cannot retry an attempt to identify a magic item.
Hello all! I've made a binder class, found here, but updating all the vestiges to 5e is a large project, and I'd like it if I didn't have to undertake the task alone. As such, I'm asking for help - if you have the source for one of the vestiges on the list (Tome of Magic has most of them, of course), and you don't mind writing it up, feel free to post it here.
Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
Here's my Extended Signature!
Reserved. Will post later
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
Chupoclops, harbinger of forever,
level 6th
dc: 16? 18?
Special Requirement: You must draw Chupoclops' seal with the dirt from a grave. Also, if you are bound to Amon, Chupoclops refuses to appear.
Influence: *Hopelessness/Pessimistic* **Flaw.*** While under the influence of Chupoclops, you can't help but be pessimistic and you feel resigned to your own fate. You automatically fail all saves against fear effects and moral penalties (bane).
Sign: Your lower jaw increases in size and two tusks protrude from it.
Manifestation: Chupoclops appears as a Gargantuan phase spider over the seal, but only the body part directly over the seal is visible at a time.
Granted Abilities:
*Aura of Despair* Every creature within 10 feet of you takes a -2 penalty to attack rolls against you. You can activate or deactivate this as a bonus action.
*Ethereal Watcher* As an action, you can shift into the Ethereal plane. While shifted, you cannot be attacked and can see up to 30 feet in your current plane, but if you move or take an action, you go back to your current plane, and you must wait a minute before using this ability again.
*Poison Bite* You can make an natural attack by biting, which deals 1d6 piercing damage.
*Pounce* When you move at least 20 feet before attacking an enemy, you can use a bonus action to include a bite attack.
*Soulsense* You know the location of all living creatures within 10 feet of you, even if you are blinded. You know their type automatically.
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
Acererak, the Devourer
level 5th
DC 20
Special Requirement: You must place a gem about the size of a human tooth or eye in the center of Acererak's seal. During the summoning process, the gem does not move at all.
Influence: While under the influence of Acererak, when you have the opportunity to fill a power void, Acererak requires you seize that position. You might impersonate a missing officer, take command of a militia without a leader or use your own ability to seize power.
Sign: A gem replaces one of your teeth. If removed, the removed gem turns back into a tooth and another tooth becomes a gem.
Manifestation: The gem placed in the seal appears to float up to your head and a skull forms from dust around it, that being Acererak's manifestation.
Granted Abilities:
*Detect Undead* You can cast *locate creature* at will, but only to detect undead.
*Hide from Undead* As an action, you can hide from undead. As a result, for the next minute, you are considered invisible to undead creatures.
*Lich's Energy Immunities* You gain resistance to lightning and cold damage.
*Paralyzing Touch* As an action, you can attempt to invoke your powers to chill a living creature's soul. Make a melee spell attack within your range. If the attack hits, the target must make a Constitution save. On a failed save, they become paralyzed for a maximum number of rounds equal to half your binder level. At the beginning of their turn, the affected target can repeat the save, ending the effect on a success. Once you have used this ability, you must wait 5 rounds before doing so again.
*Speak with Dead* You can question the dead by casting *speak with dead* at will.
*Undead Healing* You are healed by negative energy. You no longer take necrotic damage, and are healed for roughly half the necrotic damage you would have normally taken.
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
Zceryll, the Star Spawn
DC 20
Influence: While under the influence of Zceryll, you shall never admit that you need help or show any sign of weakness. You also must treat those weaker than you with scorn, contempt, and hate.
Sign: Your eyes appear as circular mirrors, and any living creature in your peripheral vision appears as a twisted daemon with tentacles and extra eyes, among other things.
Manifestation: The seal is filled with thousands of mirrors reflecting a beautiful human woman, until an ear-shattering scream changes the reflection into that of a hideous monster. The mirrors then shatter, causing Zceryll to manifest.
Granted Abilities:
*Alien Mind* Your mind is twisted and warped. You become immune to *phantasmal killer*, *weird*, and *confusion* spells. Also, for every 4 binder levels you possess, you gain a +1 bonus to saves against mind-affecting effects.
*Bolts of Madness* As an action, you can fire a ray which has a range of 100 feet plus 10 feet for every binder level. The target must make a Wisdom saving throw. On a failed save, the target is dazed for 1d3 rounds. Once you have used this ability, you cannot do so again for 5 rounds.
*Summon Alien* You can cast *summon monster* at the highest level a wizard of your level can cast. The summoned creature has its type become Abberation. Once you have used this ability, you must wait 5 rounds before doing so again.
*Telepathy* You gain telepathy up to 100 feet. You also know the location of any intelligent creature (INT 4+) within this range.
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
Sorry, seeing this post today for the first time. Not sure it's still useful, but here's a couple ideas. Let me know if it's unbalanced.
𝕋𝕙𝕖 𝕘𝕣𝕖𝕖𝕟 𝕝𝕒𝕕𝕪
Vestige Level: 2nd
Binding DC: 12
Special Requirement: Yes
The Green Lady is a relatively obscure vestige. She gives her summoners the ability to turn or rebuke undead, an enhancement to their Charisma, grants the use of many arcane magic items, allows you to utilize a first-level arcane spell of your choice as a spell-like ability, and the ability to recognize magic items for what they are.
Legend: Once a high priestess of Wee Jas, she was instrumental in carrying the faith of the Witch Goddess from the old Suel Imperium into the new world after the Rain of Colorless Fire. She died in the Cairn Hills, and a small cult dedicated to her memory remains there today.
Special Requirement: You must either draw the Green Lady's within sight of a graveyard or of any site sacred to Wee Jas.
Manifestation: The Green Lady first appears as a beautiful Suel woman dressed in resplendent robes of the faith of Wee Jas.
Sign: Your eyes turn emerald green and glow faintly, and faint shimmers of green energy periodically ripple over your body.
Influence: While under the Green Lady's influence, you become haughty and elitist, and expect your allies to defer to your opinions and wishes. The Green Lady requires that you make at least one attempt to turn or rebuke any undead you encounter before you can attack it physically or with magic (unless you have already used all your attempts for the day). Filth and decay disgust you, and given a choice you must always avoid placing yourself in a situation that would soil your clothing or your skin.
Granted Abilities: The Green Lady infuses you with mastery over magic and death, and enhances your natural ability to influence and control your subjects.
Turn Undead: you can turn or rebuke undead as a cleric your effective binder level. At level 5, you benefit from the cleric's Destroy Undead ability for as long as you are bound to the Green lady. Once you have used this ability, you cannot do so again until you finish a short rest.
Green Lady's Beauty: once per short rest, you can add half your proficiency bonus (rounded up) to a Charisma (Deception) / (Intimidation) / (Performace) check. This addition stacks with any proficiency you might already possess in these skills.
Arcane Knack: once per long rest, your innate adeptness for spell trigger items allows you to activate them with less energy consumption. When using a wand or a rod, roll 1d4 and subtract this result from the number of charges you would have otherwise expended.
Gift of Magic: the Green Lady grants you the use of one 1st-level wizard spell as a spell-like ability. You may use this spell-like ability at will, but once you have used it, you cannot do so again until you complete a short rest. You must pick your spell-like ability when you bind the Green Lady, after which you cannot later change your mind. Your caster level with this spell-like ability is equal to your equivalent binder level.
Lore of Magic: You can use Intelligence (Arcana) to identify magic items. You must examine the item to be identified for one minute, after which you make a Intelligence (Arcana) check (DC 15 + the magic item's caster level). If you exceed the target DC by 10 or more, you also note any curses the magic item may bear. You cannot retry an attempt to identify a magic item.