The Vestiges
You have no single patron. Instead, you lend your body as a host to many unsung and forgotten entities hiding in the far realm or trapped in demi planes. In exchange for a chance to see the world again, these vestiges grant you great powers while in your body. A warlock who takes this path is a master of their own fate, an explorer of the occult and lore forgotten to even the gods, and a fool.
Binding
Starting at first level, you can perform a 1-minute ritual to bind a vestige into your body, channeling its remnants of unearthly power. You can bind any of the vestiges listed at the end of this subclass. The ritual can be performed during a short or long rest. If a vestige has any prerequisites, you must meet them to bind the vestige. A level prerequisite refers to your level in this class. When you complete the ritual, you must make a Charisma saving throw against the vestige's pact DC. On a success, you make a good pact, on a fail, you make a poor pact. Either way, the vestige is binded to you and inhabits your body and soul. The vestige is bound to you until you finish a short or long rest.
While you have a vestige bound to you, it leaves you with a physical sign of its presence, and grants you its associated eldritch invocations and abilities. If a vestige would give you an eldritch invocation you already have, you may gain any eldritch invocation that does not have any prerequisites. You loose all eldritch invocations and abilities gained this way when the binding ends.
If you made a bad pact with a vestige, the vestige imposes its will on your psyche, influencing how you act. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a -1 penalty on attack rolls, saving throws, and ability checks until that vestige leaves you. If you are bound by multiple poor pacts, you must act according to all those vestige's influences. If you fail to fulfill the requirements of more than one vestige or disobey a single vestige more than once, the penalties stack.
Beginning at 1st level, you can only have one vestige bound to yourself at a time.
Suppress Sign
Starting at 6th level, when you make a good pact, you can choose not to exhibit the sign of the vestige. As a bonus action, you can repress or reveal the sign.
Additionally, you can now have two vestiges bound to yourself at a time.
Master of the Dark
Beginning at 10th level, while bound to at least one vestige, you cannot be frightened and you have advantage on all charisma saving throws against spells.
Additionally, you can now have three vestiges bound to yourself at a time.
Pact Negotiation
Starting at 14th level, whenever you would fail an attack roll, saving throw, or ability check, you can turn a good pact you are currently bound to into a poor pact. If you do, you reroll the die and must use the new roll.
Additionally, you can now have four vestiges bound to yourself at a time.
Vestiges
Amon, the Void Before the Altar
A once-goodly god of light and law, ages of existence as a Vestige have reduced him to a wrath-fuelled spirit. Manifesting as a firebreathing fang-toothed ram-headed black wolf with a snake for a tail.
Pact DC: 15
Sign. You grow a pair of ram horns.
Eldritch Invocations. Devil's Sight
Corrupted Breath. You can cast burning hands once using a warlock spell slot.
Influence. Amon is repulsed by the gods who took his place. If you made a poor pact with him, you are not allowed to be healed by a cleric of the Forge Domain, Light Domain, or Order Domain.
Naberius, the Grinning Hound
A mysterious canine-like vestige whose origin is shrouded in mystery. Though he appears as a three-headed hound with a hoarse voice devouring a black crane, he comes off as strangely amiable and eloquent.
Pact DC: 15
Sign. Your voice becomes gravelly and growling.
Eldritch Invocations. Mask of Many Faces
Influence. If you made a poor pact with Naberius, you must seize any opportunity to speak presented to you.
Savnok, the Instigator
A former servant who stole divine armor, initially for his masters, but after doing so he couldn't bear to give it up. He was killed by being bled to death with dozens of arrow shots, after which his ghost was hidden where no god could find it.
Pact DC: 15
Sign. An arrowhead becomes embedded in your skin somewhere.
Eldritch Invocations. Armor of Shadows
Influence. If you made a poor pact with Savnok, you cannot give away any armor, shields, weapons, or magical items that you possess or come to possess.
Andromalius, the Repentant Rogue
Prerequisite: 6th level
A chosen of the god of thieves, he repented on his deathbed, hoping to play the ultimate trick and steal his own soul away from his god. It worked too well; his god approved, once he realised the joke, but he couldn't take Andromalius back without wrecking the joke.
Pact DC: 17
Sign. An extra finger appears on each of your hands.
Prized Possesion. You can cast Locate Object without using a warlock spell slot. You can do this a number of times equal to your proficiency bonus.
Last Laugh. You can cast Tasha's Hideous Laughter at will, without expending a spell slot.
Influence. Andomalius rejects his old ways. If you made a poor pact with him, you cannot steal anything if it is against the law.
Karsus, Hubris in the Blood
Prerequisite: 6th level
Karsus was a human spellcaster who attempted to steal the power of the god of arcane magic, only to be consumed from within by the uncontrollable powers he had stolen. When he manifests, he takes the form of a bleeding red boulder akin to his petrified heart in the Forgotten Realms, and speaks in fountains of blood.
Pact DC: 17
Sign. You bleed far more profusely from any injury, staining cloths and leaving trails of blood.
Eldritch Invocations. Eldritch Sight
Arcane. When you bind with Karsus, choose a wizard spell with a level equal to or less than your warlock spell slot level. You can cast that spell once using a warlock spell slot.
Influence. Karsus has no time for bending to other's will. You cannot make insight checks, and you cannot persuade others, instead you must deceive or intimidate them.
Andras, the Gray Knight
Prerequisite: 6th level
An Elf who served for centuries as first a paladin and then a blackguard before giving up on both sides in disgust. He manifests as a near-naked elf with an owl's head riding a giant wolf and carrying a greatsword.
Pact DC: 17
Sign. You sprout two small, vestigial owl wings from you back.
Steed. You can cast find greater steed once without using a spell slot. When you cast it, you must sumon a dire wolf. You can't do so again until you finish a short or long rest.
Thing. You gain proficiency with martial melee weapons and shields. Additionally, your weapon attacks score a critical on a 19 or 20.
Influence. If you are in combat for 10 rounds, you have to drop whats in your hands and leave combat for 1d4 rounds. Every round you remain angers Andras.
Dantalion, the Star Emperor
Prerequisite: 10th level
A gestalt consciousness born from the ancestral spirits of a now-lost royal line.
Pact DC: 20
Sign. Your torso grows small faces.
Read thoughts. You can cast detect thoughts at will, without expending a spell slot.
Thing. You add your proficiency bonus to any intelligence skill check you are not proficient in. Your proficiency bonus is doubled for any intelligence skill check that you are proficient in.
Influence. You must use detect thoughts at all times, and cannot concentrate on any other spell. Each of your turns that you end not concentrating on detect thoughts angers Dantalion.
Beur, Grandmother Huntress
Prerequisite: 10th level
The huntress' spirit manifests as five satyr legs fused together at the thighs to form a star-shape, with a face on either side of this central "body"; a kindly green hag's face on one side, and a lion on the other. After manifesting, she trundles around and around her seal, lion face outwards and speaking from her hag-face. This causes her to switch from gentle, friendly conversation to furious profanities at her body when this movement makes her unable to see her binder.
Pact DC: 20
Sign. Your legs become satyr legs. If you are a satyr, instead you grow a lion's head on the back of your skull.
Eldritch Invocations. Beast Speach
Thing. You can cast cure wounds once using a warlock spell slot.
Thing. You have advantage on wisdom survival checks. Additionally, while tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Influence. You cannot attack beasts or force them to roll saving throws, and you cannot attack creatures who are incapacitated, prone or restrained, or force them to roll saving throws. When the binding ends, you remember almost nothing that happened during it, as if you were dreaming.
Chupoclops, Harbinger of Forever
Prerequisite: 10th level
The
Pact DC: 20
Sign.
Eldritch Invocations.
Thing.
Influence.
Otiax, the Key to the Gate
Prerequisite: 14th level
A mysterious entity connected to the Far Realm that cannot speak the truth of any matter. It manifests as a locked golden gate that creaks open after something tries to force its way through, releasing a strange blue mist.
Pact DC: 22
Sign. You are surrounded by wisps of blue fog, even in heavy winds
Eldritch Invocations. Trickster's Escape
Thing. You can cast knock at will without expending a spell slot.
Influence. If you see a key, you have to use it, keeping it on you and testing it on every lock you come across until it unlocks something. If you see a closed door, shutters, or other device that can be closed to block a space off, you must open it unless it is locked.