Otherwordly Patron: Pact of the Vestiges

by ChromosomeChorus

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Otherwordly Patron

The Vestiges

Across the multiverse many powerful entities have risen and fallen, their legacies faded from memory and buried by the sands of time yet their remnants, called vestiges, still linger long after their forms have turned into dust still yearning for a vessel to influence the world once again. To this end they offer their power and dark gifts to anyone who is brave or foolish enough to take them up on their offer.

The Vestiges Expanded Spells

The Vestiges lets you choose from an expanded spell list of spells when you learn a warlock spell. The Vestiges Expanded Spells table shows the spells that are added to the warlock spell list for you, along with the spells associated with your active vestige: Drizlash, the Nine-Eyed Spider; Great Taar-Haak, the Five-Headed Destroyer; Vaund, the Evasive; or Zhudun the Corpse Star.

Spell Level Vestige Spells Drizlash Spells Great Taar-Haak Spells Vaund Spells Zhudun Spells
1st gift of alacrity snare wrathful smite color spray inflict wounds
2nd augury web spiritual weapon mirror image blindness/deafness
3rd sending clairvoyance erupting earth nondetection animate dead
4th divination phantasmal killer staggering smite greater invisibility death ward
5th dream dominate person destructive wave mislead enervation

Investiture of Power

At 1st level, you can tap into the power of a particular vestige from among those that have invested you with their essence. Choose one vestige from Drizlash, Great Taar-Haak, Vaund, or Zhudun to become your active vestige, you gain access to their expanded list of spells. Additionally, whenever you finish a short or long rest, you can choose a new vestige to become your active vestige, if you do, replace all spells you know of a level you can cast granted by your previous active vestige with the spells of the same level granted by the new vestige.

Eyes of the Vestige

Also at 1st level, you can call upon the vestiges to overwhelm the mind of your foes when you strike them causing their eyes to burn with an eldritch light. When you hit a creature with a weapon attack or damage it with a warlock spell, you can deal additional psychic damage to it equal to your Charisma modifier + your warlock level, the creature must then make a Wisdom saving throw against your warlock spell save DC or be subject to the effect associated with your active vestige until the end of its next turn.

  • Drizlash: The creature becomes restrained as spectral webs latch on to it.
  • Great Taar-Haak: The creature becomes stunned as their mind is torn asunder.
  • Vaund: The creature becomes blinded and deafened as a cloak of shadows wraps its mind obscuring its senses.
  • Zhudun. The creature becomes frightened and their movement speed is reduced to 0 as the shadow of death grasps their soul.

You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.

Fractured Mind

Beginning at 6th level, the collective power of the vestiges residing within you makes your mind harder to control. You gain resistance to psychic damage and you have advantage in saving throws against being charmed or frightened.

Greater Investiture

Starting at 6th level, you have discovered new vestiges. You can choose the following vestiges through your Investiture of Power feature: Delban, The Star of Ice and Hate; Ferke, Queen of Poxes; Zantras, The Kingmaker; and Zrin-Hala, The Howling Storm. While one of them is your active vestige you learn their associated spells as shown in the table below.

Spell Level Delban Spells Ferke Spells Zantras Spells Zrin-Hala Spells
1st ice knife ray of sickness command thunderwave
2nd crown of madness detect poison and disease enhance/ability warding wind
3rd enemies abound stinking cloud fear lightning bolt
4th ice storm blight tiny servant storm sphere
5th cone of cold contagion geas control winds

Additionally, while one of them is your active vestige, your Eyes of the Vestige feature causes one of the following associated effects on a creature who fails the saving throw.

  • Delban: The creature is paralyzed as the freezing cold of the void locks it in place.
  • Ferke: The creature is poisoned as a supernatural blight eats away at its soul.
  • Zantras: The creature is charmed by you as your awe inspiring presence enthralls them.
  • Zrin-Hala: The creature is prone and their speed is reduced to 0 as howling winds strike them down.

Echoes of Power

Starting at 10th level, you can conjure greater power from the vestiges. You can cast warlock spells you know of 2nd-level or lower that are granted by your active vestige at their lowest level once each without requiring a spell slot and you regain the ability to do so when you finish a long rest.

Vestige Mastery

When you reach 14th level, you can channel multiple vestiges. You can choose an additional vestige through your Investiture of Power feature to be counted as your active vestige, but you only gain access to the expanded spell list of one of them (your choice). When a creature fails its saving throw against your Eyes of the Vestige feature, they suffer the associated effects of both of your active vestiges. Additionally, you can cast warlock spells you know granted by your active vestige through your Echoes of Power feature an additional time each between long rests.

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them in order to learn it. You can learn the invocation at the same time you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing Hex


Prerequisites: 5th Level, hex spell


Once on each of your turns, when you hit a creature you cursed with a hex spell with an attack, you can choose to deal an additional 1d6 necrotic damage to it.

Baleful Hex


Prerequisites: 5th Level, hex spell


Creatures under the effects of a hex spell you cast also have disadvantage in saving throws using the ability score you chose when you cast the spell.

Eldritch Minion


Prerequisites: eldritch blast cantrip, Pact of the Chain feature


Once per turn, when your familiar hits a creature with an attack, you can choose to deal an additional 1d10 force damage to it. This counts as you hitting the creature with eldritch blast for the purposes of your other invocations.

Eldritch Strike


Prerequisites: eldritch blast cantrip, Pact of the Blade feature


Once per turn, when you hit a creature with your pact weapon, you can deal an additional 1d10 force damage to it. This counts as you hitting the creature with eldritch blast for the purposes of your other invocations.

Eldritch Tome


Prerequisite: eldritch blast cantrip, Pact of the Tome feature


You can use your Book of Shadows as a spellcasting focus for your warlock spells. When you cast eldritch blast using your Book of Shadows as a spellcasting focus you can reroll any 1 or 2 you roll on any of the damage dice and you must use the new result even if it's another 1 or a 2.

Glasya's Gambit


When you roll an attack roll, saving throw, or ability check, you can use your reaction to roll a d20. If you roll an 11 or higher you gain advantage on the triggering roll, if you roll a 10 or lower, you have disadvantage on the roll instead. Once you gain advantage in this manner, you cannot use this feature again until you finish a short or long rest.

Scales of Maladomini


Prerequisite: 5th Level


If you have no warlock spell slots left, you can use an action on your turn to spend three or more warlock hit dice, roll them, and add up the results, your hit point maximum is then reduced by the total until you take a long rest and you regain one warlock spell slot for every three hit dice spent this way. You can gain spell slots in this manner once and you regain the ability to do so once you complete a long rest.


Art Credit

"Mist Conjurer" by Jennifer Mills

 

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