So you want to make a new (as opposed to updated) vestige for the Binder that I made here (where you can put updated ones from 3.5)? Cool. All you have to do is post it here, and then I will add it to the document which compiles them all (available here). Of course, you must provide a story, the level, binding DC, special requirement (if any), its influence (a flaw and an action you must partake in under certain circumstances), its sign, its manifestation, and of course, its granted abilities. If you wish, you can also provide an image of its seal.
Here's a template:
Name, the Title Vestige Level: 7th Legend: Its history Binding DC: 15 Special Requirements: You must sacrifice 10 gp to finish the summoning. Influence: While you are bound to [Name], you gain the following flaw: "I will do anything for money. Anything." Whenever someone steals money from you, [Name] requires you kill the thief. Sign: While you host [Name], your eyes become solid gold orbs. Manifestation: How [Name] appears. Granted Abilities: [Name] grants you the power to do stuff: Thing 1. What thing 1 does. Thing 2. What thing 2 does.
**Legend:** According to popular legend, Eddie came from the grave as a collection of the souls of the dead. Eddie appeared from a cemetary and came out to wreak havoc on those who desecrated the dead or those who used magic to disrupt the semi-cycle of the life of human beings. Eddie ran wild for a while, adopting a team of bards as his heralds.
A few months later, a powerful necromancer earned the ire of Eddie, but as Eddie rushed to destroy him and his creations, he was felled by the necromancer. Eddie's culmination of the souls of the dead remained to linger around. Eddie managed to impose his power on his heralds, but as his connection to the mortal world grew weaker, he faded away.
A few years later, even more dead souls joined Eddie, allowing him to become a vestige, and his soul living on in those bards.
**Special Requirement:** You must draw Eddie's seal with dirt from a graveyard and pour blood over it. You must also summon Eddie in a place of darkness. Also, while you are bound to Urgnoth, Eddie refuses to appear.
**Manifestation:** The ground in the seal first cracks open, with a low dull noise emanating from the cracks. Eddie then breaks through with a beam of light shining down upon his forehead. Eddie then requests to know what business you have with him.
**Sign:** When bound to Eddie, your eyes appear as dull cataracts and your hair goes wild, resisting any attempts to tame it
**Influence:** *Wrath and Anger* While under Eddie's influence, you are easily irritatable and also volatile. Also, if an enemy deals damage to you, you must target them over all enemies until another foe deals damage to you.
**Granted Abilities:** Eddie grants you the ability to destroy your foes and transmute yourself into different forms.
*Escape* As a reaction when an enemy enters your range you teleport up to 15 feet away. Once you have used this ability you must wait 5 rounds before doing so again.
*Defence of Undeath* You gain resistance to nonmagical damage.
*Grave Guardians* As an action, a 5 foot patch of ground within 10 feet of you cracks open and tens of grasping skeletal arms and rotting arms reach out. Any enemy in that area or within 5 feet of that grave must make a Dexterity saving throw or be dragged in and thus restrained and taking 1d8 necrotic and 1d8 bludgeoning damage every round. Every round, a trapped creature can repeat the save to escape. The grave closes after a minute and you cannot summon it again until 5 rounds have elapsed.
*Bite* As an action you can make a bite attack against an enemy within 5 feet. On a hit, it deals 1d6 piercing damage. You can add your Strength modifier to the attack and damage roll.
*Slam* As an action you can make a slam attack against an enemy within 5 feet. On a hit, it deals 1d6 bludgeoning damage. You can add your Strength modifier to the attack roll and the damage roll.
*Transmutation:* As an action, you transmute yourself into one of these forms. While transmuted, you remain in your transmuted form for a minute, and when you revert back, you cannot transmute again until 5 rounds have passed.
*Devil* While in this form, you gain immunity to fire damage. Your bite and slam attacks deal extra 1d4 fire damage in this form.
*Alien* While in this form, you have resistance to acid damage and you also have your walking speed increased to 40 feet. Your bite and slam attacks deal an extra 1d4 poison damage.
*Warlord* While in this form, you have immunity to one of these damage types - nonmagical bludgeoning piercing and slashing damage. Your bite and slam attacks deal extra 1d6 damage of their respective types.
*Mage* While in this form, you resistance to fire, cold, force and necrotic damage.
*Cloud* While in this form, you gain resistance to cold damage. You can use a bonus action to turn yourself into a gaseous form where you can fly 30 feet and fit through spaces an inch thick without squeezing. While in this form, you cannot attack or cast spells.
So you want to make a new (as opposed to updated) vestige for the Binder that I made here (where you can put updated ones from 3.5)? Cool. All you have to do is post it here, and then I will add it to the document which compiles them all (available here). Of course, you must provide a story, the level, binding DC, special requirement (if any), its influence (a flaw and an action you must partake in under certain circumstances), its sign, its manifestation, and of course, its granted abilities. If you wish, you can also provide an image of its seal.
Here's a template:
Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
Here's my Extended Signature!
### Eddie, the Wrathchild
*Vestige Level: 6th*
**Binding DC: 20**
**Legend:** According to popular legend, Eddie came from the grave as a collection of the souls of the dead. Eddie appeared from a cemetary and came out to wreak havoc on those who desecrated the dead or those who used magic to disrupt the semi-cycle of the life of human beings. Eddie ran wild for a while, adopting a team of bards as his heralds.
A few months later, a powerful necromancer earned the ire of Eddie, but as Eddie rushed to destroy him and his creations, he was felled by the necromancer. Eddie's culmination of the souls of the dead remained to linger around. Eddie managed to impose his power on his heralds, but as his connection to the mortal world grew weaker, he faded away.
A few years later, even more dead souls joined Eddie, allowing him to become a vestige, and his soul living on in those bards.
**Special Requirement:** You must draw Eddie's seal with dirt from a graveyard and pour blood over it. You must also summon Eddie in a place of darkness. Also, while you are bound to Urgnoth, Eddie refuses to appear.
**Manifestation:** The ground in the seal first cracks open, with a low dull noise emanating from the cracks. Eddie then breaks through with a beam of light shining down upon his forehead. Eddie then requests to know what business you have with him.
**Sign:** When bound to Eddie, your eyes appear as dull cataracts and your hair goes wild, resisting any attempts to tame it
**Influence:** *Wrath and Anger* While under Eddie's influence, you are easily irritatable and also volatile. Also, if an enemy deals damage to you, you must target them over all enemies until another foe deals damage to you.
**Granted Abilities:** Eddie grants you the ability to destroy your foes and transmute yourself into different forms.
*Escape* As a reaction when an enemy enters your range you teleport up to 15 feet away. Once you have used this ability you must wait 5 rounds before doing so again.
*Defence of Undeath* You gain resistance to nonmagical damage.
*Grave Guardians* As an action, a 5 foot patch of ground within 10 feet of you cracks open and tens of grasping skeletal arms and rotting arms reach out. Any enemy in that area or within 5 feet of that grave must make a Dexterity saving throw or be dragged in and thus restrained and taking 1d8 necrotic and 1d8 bludgeoning damage every round. Every round, a trapped creature can repeat the save to escape. The grave closes after a minute and you cannot summon it again until 5 rounds have elapsed.
*Bite* As an action you can make a bite attack against an enemy within 5 feet. On a hit, it deals 1d6 piercing damage. You can add your Strength modifier to the attack and damage roll.
*Slam* As an action you can make a slam attack against an enemy within 5 feet. On a hit, it deals 1d6 bludgeoning damage. You can add your Strength modifier to the attack roll and the damage roll.
*Transmutation:* As an action, you transmute yourself into one of these forms. While transmuted, you remain in your transmuted form for a minute, and when you revert back, you cannot transmute again until 5 rounds have passed.
*Devil* While in this form, you gain immunity to fire damage. Your bite and slam attacks deal extra 1d4 fire damage in this form.
*Alien* While in this form, you have resistance to acid damage and you also have your walking speed increased to 40 feet. Your bite and slam attacks deal an extra 1d4 poison damage.
*Warlord* While in this form, you have immunity to one of these damage types - nonmagical bludgeoning piercing and slashing damage. Your bite and slam attacks deal extra 1d6 damage of their respective types.
*Mage* While in this form, you resistance to fire, cold, force and necrotic damage.
*Cloud* While in this form, you gain resistance to cold damage. You can use a bonus action to turn yourself into a gaseous form where you can fly 30 feet and fit through spaces an inch thick without squeezing. While in this form, you cannot attack or cast spells.
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