7th Level Vestiges (5e Other)
Chupoclops, Harbinger of Forever[edit]
Legend: Chupoclops once stood tall in the company of Fenris, Dendar the Night Serpent, and other supposed harbingers of the end of existence. A titanic spider like creature, Chupoclops stalked the Ethereal Plane, devouring ghosts and giving birth to mortals’ nightmares. Legend has it that the gods trapped the monstrous Chupoclops in the realm of ghosts to prevent it from devouring hope, but it was destined to escape and sate its hunger during the end times. Because Chupoclops was a terror to both the living and the undead, several powerful individuals eventually joined forces to fight it. Three were great heroes, and four were powerful villains. Four of these seven-one of the heroes and three of the villains— were ghosts; the rest were living. This group set out to murder Chupoclops and thus accomplish what deities could not. The furious battle lasted for seven days, and each day ended with the death of one member of the group that had come to kill the great monster. On the last day, the last hero struck down Chupoclops with her dying blow. Chupoclops, never a creature defined by the normal rules of the universe, became a vestige after its death. Binder scholars claim that adventurers still encounter its enormous corpse in the misty Ethereal Plane. Now that the monster can no longer destroy hope, some say it will exist forever, and thus, so will the world.
Special Requirement: You must draw Chupoclops’s seal with a handful of soil from a grave or tomb. Alternatively, you can place the dead body of a sentient creature (one with Int 3 or higher) over its seal before the summoning begins. In addition, Chupoclops hates Amon for some unknown reason and will not answer your call if you are already bound to him.
Manifestation: Chupoclops appears over its seal in the form of a Colossal phase spider. However, only the part of its body directly over its seal is visible at any given time. In most cases, Chupoclops first appears as a massive spider leg striking out of nowhere into the center of the seal. Then it shifts its body, slowly bringing its face into view and down to the level of its summoner. Glaring over its oddly tusked arachnid visage from eight all-too-human eyes, Chupoclops rumbles an ominous growl to begin the process of pact making.
Sign: Your lower jaw increases in size, and two long, sharply pointed tusks grow upward from it.
Influence: While under the influence of Chupoclops, you can’t help but be pessimistic. At best, you are quietly resigned to your own failure, and at worst, you spread your doubts to others, trying to convince them of the hopelessness of their goals. In addition, Chupoclops requires that you voluntarily fail all saving throws against fear effects or any effect that imposes a morale penalty.
Granted Features: Chupoclops gives you the power to linger on the Ethereal Plane, sense the living and undead, demoralize foes, and poison enemies.
Ghost Touch: Your weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage against incorporeal creatures.
Soulsense: You notice and locate living creatures within 10 feet as if you possessed blindsight. You also sense the strength and type of their life forces automatically, determining if they are undamaged, dying, or wounded. This feature is continuously active while you are bound to Chupoclops.
Poison Bite: You gain a bite attack, which is a melee weapon that deals 2d6 poison damage. You are proficient with your bite. You use your Dexterity modifier for the attack and damage rolls. You cannot use this feature if you do not show Chupoclops’s sign.
Pounce: You can use a bonus action to make an attack with your poison bite on each of your turns.
Aura of Despair: Every hostile creature within 10 feet of you has disadvantage on attack rolls, ability checks, and saving throws. When a creature starts its turn in this area, or when it enters it for the first time on a turn, it can make a Charisma saving throw. If a creature's saving throw is successful, the creature is immune to your Aura of Despair for the next 24 hours. You can suppress or activate this feature as an action.
Ethereal Watcher: As a bonus action, you can become ethereal, as the etherealness spell, except where noted here. You can remain on the Ethereal plane indefinitely if you take no actions, but you return to the Material plane immediately after you take any actions or move.
You can use this feature only once per combat. You can also use this feature outside of combat, although you are unable to do so again until you finish a short or long rest.
Eligor, Dragon's Slayer[edit]
Legend: Supposedly, Eligor was a great half-elf dragonslayer before he was condemned to a vestige’s existence by the actions of Tiamat. Believers of this legend claim that after Eligor’s death, Tiamat sent her draconic minions against the followers of both the human and the elven deities, demanding that they release his soul to her. Despite Eligor’s great service to both races, the deities gave up his soul to stave off the dragon attacks against their living followers. Only one deity argued against this profound injustice. The race and gender of this lone voice of reason differ with the teller, and not even binder scholars agree on whether the deity was human or elf, or even male or female. Whoever it was, this god set off alone to face Tiamat and wrest Eligor’s soul from her grasp. Upon arrival, however, the deity found Eligor in the service of Tiamat rather than in bondage. Unbeknownst to the other gods, Tiamat had raised him from death to be her champion and enforcer, using his abandonment by the other gods to win his loyalty. Eligor and the nameless deity fought, and Eligor lost his life yet again. This time, no deity laid claim to his soul, since doing so had already caused enough trouble.
Manifestation: Eligor clatters out of nothingness on a winged, half-horse/half-dragon monstrosity. Both rider and mount are heavily armored, and in fact Eligor’s form is entirely obscured by ornate, shining plate armor and a grand helm. He carries a lance in one hand and holds a banner in the other. With each manifestation, Eligor’s banner and mount change color, cycling through the five different colors of chromatic dragons. Although Eligor rides what might well be an evil creature, he always greets his summoner warmly and treats him with respect.
Sign: One of your hands becomes thickly scaled. The color of the scales matches the color of Eligor’s mount at the time of his summoning.
Influence: You feel pity for all outcasts, particularly half-elves and half-orcs, and you make every effort to befriend any such beings you meet. Because Eligor desires revenge on the deities who abandoned him, he requires that you attack a human, elf, or dragon foe in preference to all others whenever you enter combat.
Granted Features: In his first life, Eligor was a skilled horseman, and in his second, he served the primary deity of Chromatic dragons. Thus, the powers he grants tend to reflect those associations.
Eligor’s Strength: Your Strength score increases by 4, to a maximum of 20.
Eligor's Proficiency: You gain proficiency with heavy armor, battleaxes, longswords, and warhammers.
Chromatic Strike: Your attacks are charged with acid, cold, electricity, or fire. Your melee attacks deal an extra 1d6 points of damage of the chosen energy type. You choose which damage type each time you hit with a melee attack.
Eligor's Steed: You can use your action to summon a steed, as the find steed spell, except where noted here. You summon a heavy warhorse, although it bears a half-dragon appearance, including scaled wings which grant it a flying speed of 60 feet. The steed disappears if you use your action to dismiss it, when your pact with Eligor ends, or if you die.
Eligor’s Skill in the Saddle: You gain proficiency with Animal Handling. If you already have proficiency with this skill, your proficiency bonus is doubled for any skill check that uses this proficiency. In addition, you gain a number of useful skills in the saddle:
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Haures, The Dreaming Duke[edit]
Legend: Human history associates the name Haures with a powerful lord who terrorized his people. From the time he took the throne until his death, he kept his subjects at work building his castle, adding constantly to its grandeur and might. Workers at the castle would return with strange tales of building a room and then rebuilding it the next day because no sign remained of their previous day’s work. Then those who told such stories began to vanish in the castle, never to be heard from again. Although the castle grew with the additions made to it for the first few years, the constant construction seemed to have no effect on its size in later years.
When at last Haures died, his subjects rejoiced and attacked the castle, hoping to loot and set fire to the palatial structure. The mob of peasants found the castle empty, devoid even of its furnishings. Confused and frightened, they left, and the castle and the surrounding lands soon gained a reputation for being haunted. Binder scholars believe they know the answer to the mystery of Haures’s disappearance and the strange construction of the castle. According to their legends, Haures was not a human at all, but a powerful rakshasa sorcerer in disguise. Much of the construction he demanded took place on the Ethereal Plane because Haures planned to continue his existence there as a ghost. He wanted his afterlife to be as much like his mortal life as possible, so he had his subjects build a nearly exact duplicate of his castle on the Ethereal Plane and cloaked their work sites in illusions to hide the truth.
In the last months of his life, Haures brought many living and undead servants to his foggy realm, as well as all the comforts to which he had become accustomed. For some time after his demise, Haures spent time on both the Material and Ethereal Planes. As a ghost, he would cloak the decaying castle on the Material Plane in bright illusions so that he could throw lavish parties for the travelers attracted to its warm glow. Then he would end the party suddenly, leaving his guests alone in the chilly ruins of his castle and delighting in their terror. As the years passed, fewer folk dared enter his home, and Haures began to throw illusory parties for himself to alleviate his boredom. As his sanity deteriorated, he became unable to distinguish between the Material and the Ethereal Planes, and even between his illusions and his own imagined experiences. At some point, Haures lost all sense of the difference between reality and dreams, illusion and imagination, and even life and undeath. This complete dissolution of these barriers propelled him into existence as a vestige.
Manifestation: Haures initially manifests as a ghostly tiger stalking out of thin air, but his appearance rapidly changes to that of a handsome and well-dressed middle-aged man who appears alive and healthy. A moment later, that form decays before his summoner’s eyes, rotting into a zombielike state, then fading into ghostly incorporeality and changing again, this time into a skeletal tiger wearing a shining crown and purple robe. This tiger form soon loses its crown and robe but gains ghostly flesh, becoming a ghostly tiger to begin the cycle of change all over again. Haures seems cognizant of his summoner only while he is in living human form, and he speaks only in those brief moments.
Sign: While you are bound to Haures, your palms are where the backs of your hands should be, just as they are on a rakshasa. If you flip over your hands so that the backs are up, your thumbs end up on the wrong sides of your hands. This rearrangement has no effect on your Dexterity, spellcasting, ability to wield objects, or use of skills.
Influence: When influenced by Haures, you become an eccentric, often speaking to yourself and to imaginary friends. In addition, Haures requires that if you encounter and disbelieve an illusion not of your own making, you must not voluntarily enter its area.
Granted Features: Haures shields your mind with his madness, allows you to move like a ghost, gives you the power to fool the senses, and grants you the ability to kill others with their deepest fears.
Incorporeal Movement: When moving, you become nearly incorporeal and can ignore the effects of difficult terrain. You can even move through an enemy’s space and discrete objects, but not through walls or other solid barriers (such as a door). Furthermore, any opportunity attacks directed at you are made at disadvantage. You can suppress or activate this feature as an action.
Inaccessible Mind: You are protected from any effort to detect, influence, or read your emotions or thoughts, and you have immunity to any charm effects. You can suppress or activate this feature as an action.
Ghostly Spirits: You gain the service of either the Ghost or Poltergeist (your choice) when you form a pact with Haures. You cannot change this choice until you bind Haures once again. These spirits don't count against the number of spirits in your service, although they can be manifested and dismissed as normal.
You regain use of the abilities granted by a ghost or poltergeist when you finish a short rest, in addition to when you finish a long rest.
Major Image: You can use your action to create an illusion, as the major image spell. You can use this feature only once per combat. You can also use this feature outside of combat, although you are unable to do so again until you finish a short or long rest.
Phantasmal Killer: You can use your action to conjure an image of a creature's worst fears, as the phantasmal killer spell. You can use this feature only once per combat. You can also use this feature outside of combat, although you are unable to do so again until you finish a short or long rest.
Marchosias, King of Killers[edit]
Legend: Marchosias seems to have appeared as a vestige quite recently—in fact, only a short time before Dahlver-Nar did. In life, Marchosias was a human who brought death to others. His favorite targets were other assassins and murderers, but this choice of foes had nothing to do with morals. Despicably evil, Marchosias was obsessed with improving his skill as a killer, and ending the lives of other professional slayers seemed the best challenge he could undertake. When at last Marchosias met his death, his soul traveled to the Nine Hells. The devils gleefully accepted his powerful spirit, but others there took note of his arrival and were not pleased.
The spirits of hundreds of thugs, slaughterers, executioners, and assassins banded together and rebelled against their devilish captors— intending not to escape or take control, but to attack Marchosias. Although the devils were loath to allow such lawlessness, they let the souls of the damned fight it out, thinking to step in and punish all the spirits when the battle was over. Marchosias fought well, but he could not prevail against so many foes at once, and he fell under the onslaught. When the devils pulled back the attackers, nothing was left—Marchosias’s soul had been torn to pieces.
Special Requirement: To summon Marchosias, you must at some point in your life have committed an evil act for which you have not apologized, atoned, or made reparations. Lying or breaking a confidence doesn’t count, but other small acts of evil — such as theft, infidelity, or vandalism — do fulfill the requirement.
Manifestation: Marchosias appears with a bloodcurdling scream in an explosion of fire and black smoke. Though much of the smoke curls away, some remains and slowly coalesces to form a human figure. Marchosias appears as a king with body and raiment composed of swirling smoke and cinders. He wears a crown of fire, beneath which gleam two glowing, hot coals where his eyes should be. Marchosias wields a scepter of flames, and a sword of hot ash is belted to his hip. For a moment, he seems exhausted by the rigors of his arrival, standing with his shoulders slumped and his head bowed. After a moment, he raises his gaze to his summoner and stands straight and tall, adopting an imperious posture.
Sign: While you are bound to Marchosias, the pupils of your eyes glow with a red-orange light. Anyone looking at your face can make a DC 12 Perception check each round to notice this effect. This light is not strong enough to illuminate the area, and it does not make you any easier to see in the dark, but it can be disturbing to look upon.
Influence: Marchosias’s influence makes you debonair and sly, as though you have some trick up your sleeve and the knowledge of it makes you confident. In addition, Marchosias requires that you use the death attack he grants you against any foe you catch unawares.
Granted Features: Marchosias gives you an assassin’s skill at killing, plus the ability to assume gaseous form and the power to charm foes.
Silent and Sure: You have advantage on initiative rolls, Dexterity (Stealth) checks, and Dexterity (Sleight of Hand) checks.
Battle Spirits: You gain the service of either the Blade Spirit or Bow Spirit (your choice) when you form a pact with Marchosias. You cannot change this choice until you bind him once again. These spirits don't count against the number of spirits in your service, although they can be manifested and dismissed as normal.
While wielding a blade spirit or bow spirit in the form of a weapon, your attacks with that weapon deals an additional 1d6 fire damage on hit.
Fiery Retribution: You deal an extra 3d6 points of fire damage when you deal damage to a creature that has sneak attack, sudden strike, or a similar feature.
Death Attack: When you attack and hit a creature that hasn't yet taken its turn in combat, it must make a Constitution saving throw. On a failed save, double the damage of your attack against the creature.
Smoke Form: You can use your action to assume the form of a smoke cloud, as the gaseous form spell. You can use this feature only once per combat. You can also use this feature outside of combat, although you are unable to do so again until you finish a short or long rest.
The Triad, The Gestalt One[edit]
Legend: Once long ago, a civilization of psionic mystics may have been the genesis of much of the known psionic knowledge. Their legacy spanned multiple worlds and planes due to their "glittering portals" that allowed instantaneous travel from city to city and plane to plane. Unfortunately, the very gates that allowed them to rise to greatness also doomed them to darkness. The gates functioned by passing through the Plane of Shadow and, over time, the shadows leaked into the gate and then into the travelers. Eventually, darkness consumed the mystics' cities one by one, and many of the mystics themselves became shades. Even the gods of the mystics started to be consumed by shadow.
Gorn, the god of knowledge; Rujsha, the goddess of justice; and Mintar, the god of battle, were the last three gods of the mystics, and they found themselves losing all their worshipers to shadows. When the shadows started pulling at them, they decided they had only one way to save themselves. They combined their essence into one being, and while it saved them from the shadows, it condemned them to existence as a vestige.
Special Requirement: The Triad will not bind with someone with any connection to the Plane of Shadow, whether that's by feat, class abilities, or any other association.
Manifestation: A glowing purple jade statue rises from the seal. As it rotates, it changes form from a young man with spectacles reading a book (Gorn), to a motherly woman with her eyes covered by bandages (Rujsha), to a man in armor holding his sword in a salute (Mintar).
They continue each other's sentences, but the style of their speech does change with who is speaking (see Influence).
Sign: Your facial features alter slightly each hour you are bound to the Triad; they shift from a young man's inquisitive face to a woman's concerned features to a bearded masculine face and back again.
Influence: Your mental aspect shifts to match the face that is currently your sign. As Gorn, you are inquisitive and use many words — some would say too many. As Rujsha, you are caring and motherly, speaking to others as if they were children. As Mintar, you are honor-bound and slightly combative in manner. When your path crosses that of one influenced by shadow, the gestalt insists that you either face that being first when in combat or avoid that being (and any effects or assistance the being may wish to provide) outside of combat.
Granted Features: While bound to the Triad, you gain a range of abilities that represents the essence of their former separate beings.
Psionic Boon: You gain 15 power points when you bind to the Triad. If you gain power points from more than one source, you add them together. You can cast spells using power points, expending one point per level of the spell you cast. You cannot cast any spells you know from another class or from the binder sects by expending power points. You regain all expended power points when you finish a long rest.
Additionally, when you cast a spell in this way, you cast the spell psionically. The spell doesn’t require verbal, somatic, or material components that lack a gold cost.
Gorn's Knowledge: You gain access to the guidance and toll the dead cantrips, and the detect thoughts, detect good and evil, and zone of truth spells while you are bound to the Triad. Charisma is your spellcasting ability for these spells. You can cast these spells by expending power points, but you cannot cast these spells by expending a spell slot. However, you do not need to expend power points to cast guidance or toll the dead.
Weapon Proficiency: You gain proficiency with martial weapons.
Mintar's Honor: When you make an Intelligence (Arcana), Wisdom (Insight), or Charisma (Persuasion) check and the result is less than 8, you can treat it as a 8.
Bardic Knowledge: You gain proficiency with the History skill. In addition, you can use your action to make a History check to see if you know some relevant information about local notable people, legendary items, or noteworthy places. (DC 10 for common knowledge, DC 15 for uncommon knowledge, DC 20 for obscure knowledge, DC 25 for extremely obscure knowledge)
Once you have used this feature to determine what knowledge you possess about a particular creature, object, or location, you may never use this feature to make another check related to that particular subject again.
Rujsha's Smite: When you take the attack action on your turn, you can enhance one of your attacks with a smite. You gain a bonus to the attack roll equal to your Charisma modifier, and on hit, the attack deals additional radiant damage equal to your binder level.
You can use this feature only once per combat. You can also use this feature outside of combat, although you are unable to do so again until you finish a short or long rest. If you get smite from another source, your uses of smite stack.
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