Sigilant Class

by rsquared

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The Sigilant

The Sigilant

A graceful elf steps inside the swing of an orc's greataxe. Her hand contorts in complex figures, and a glowing brand appears on her enemy. With a precise stab, she strikes through it, and carelessly pivots away as a conflagration consumes her opponent.

An assassin slips through the shadows, using wit and magic in equal amounts to remain unseen. His blade glows ice-white a moment before he lunges for his target. A rimed corpse falls to the ground.

A plate-clad warrior roars a challenge, his armor sparking, the air stinking of ozone. He swings recklessly through a massed pack of hobgoblins, fearlessly relying on protective layers of steel and magic while he focuses on carving a path of blood and lightning.

Masters of Runes

Spellsword. Duskblade. Magus. Common terms, used for many styles of mystic warrior. The Sigilant is different. Where other warriors cast their spells and swing their swords, the Sigilant's rune-empowered strikes unleash devastating elemental effects.

Derived from the rune magics of the Giants and Dwarves, or perhaps from arcanists' ancient writings, the sigil is a vicious brand laid upon an enemy, ready to explode in a shower of elemental energy when struck. Study of the bellicose applications for magic leaves little room for other mystic endeavors, though a Sigilant often learns a few spells for life outside of battle.

The Arma Arcana

Sigilants call their art the Arma Arcana; the skill of binding elemental forces to the physical plane in intricate and delicate webs of magic. These techniques require expert memorization and wit to form and mold the sigil. As a Sigilant improves in the art, they can bind more sigils at once, with devastating results when unleashed with a weapon strike or in a torrent of evocation magic.

Sigilants rarely form schools or academies, commonly training in a master-student format. A prospective student may petition a master Sigilant for education in exchange for menial service, ending at the master's discretion.

Class Features

As a Sigilant, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per Sigilant level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Sigilant level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Athletics, Acrobatics, Arcana, History, Insight, Investigation, and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background (or 5d4 x 10 gp):

  • - (a) a martial weapon or (b) two simple weapons
  • - (a) a chain shirt or (b) leather armor
  • - (a) a scholar's pack or (b) a dungeoneer’s pack

Multiclassing

  • Prerequisites. To qualify for multiclassing into the Sigilant class, you must meet these prerequisites: Strength or Dexterity 13, and Intelligence 13.
  • Proficiencies. When you multiclass into the Sigilant class, you gain the following proficiencies: light and medium armour, simple and martial weapons.

Spellcasting and Runecasting do not interact.

The Sigilant

Level Proficiency Bonus Features Runes Maximum
Spell Level
1st +2 Runes, Bladecasting, Student of Writ 2
2nd +2 Edge and Aegis, Evocant Sigil, Runecasting 3 1st
3rd +2 Ordo Arcana 4 1st
4th +2 Ability Score Increase 4 1st
5th +3 Extra Attack 7 2nd
6th +3 Abjurant Sigil, Journeyman Ritualist 7 2nd
7th +3 Order Feature 8 2nd
8th +3 Ability Score Increase 8 2nd
9th +4 13 3rd
10th +4 Explosive Runes 13 3rd
11th +4 Elemental Escalation 15 3rd
12th +4 Ability Score Increase 15 3rd
13th +5 18 4th
14th +5 Mixed Magical Arts 18 4th
15th +5 Order Feature 21 4th
16th +5 Ability Score Increase 21 4th
17th +6 27 5th
18th +6 Master of Gylphs 27 5th
19th +6 Ability Score Increase 30 5th
20th +6 Spellblade 30 5th

Runes

You've learned how to create glyphs of arcane power to affect the world around you. At first level, you are limited in your focus, able to spend a number of runes as given in the Sigilant Table for your level.

Any expended runes are restored at the end of a short or long rest.

Bladecasting

As a bonus action, you can inscribe any number of runes into a weapon you are wielding, infusing it with magical effects. When you do this, choose a Bladecasting type: fire, lightning, cold or acid. You can change the Bladecasting's damage type when you use this ability again. The Bladecasting ends when you dismiss it or stop wielding the weapon, or when you finish a short or long rest. You can have only one active Bladecasting at a time.

Whenever you cast a spell containing the word "Smite" while wielding a Bladecasting weapon, the spell's damage is dealt in the Bladecasting's type.

Spellstrikes

When you hit a creature with your Bladecasting weapon, you can expend a rune from it to inflict a powerful transmutation effect according to your Bladecasting's type:

  • Acid: Corrosion. The target must succeed on a Constitution saving throw or its AC is reduced by 1 as armor or natural armor is weakened. A creature cannot have its AC reduced more than once by this effect, and it can regain the lost AC by using an action to adjust armor it is wearing. If it has natural armor, it regains the AC when it receives cumulative magical healing equal to your Sigilant level, or when it finishes a long rest.
  • Cold: Shatter. A shower of razor-sharp ice blasts from your weapon. Each creature in a 15 foot cone emanating from you and including the target takes 1d8 cold damage. Sigil-marked creatures in the cone must make a Dexterity saving throw; on a failure, the sigil bursts (see below).
  • Fire: Ignition. The target takes 1d8 fire damage and must succeed on a Dexterity saving throw or begin to burn for one round. Unless it is doused or spends its action to extinguish the flames, at the end of its next turn it takes 5 fire damage and any sigil on the creature bursts (see below).
  • Lightning: Shock. The target takes 1d8 lightning damage, and must succeed on a Constitution saving throw or it makes its next attack roll with disadvantage, if that attack is made before the end of its next turn.

When a Spellstrike requires a saving throw, use your Sigilant spell save DC (see below). A creature that is immune to a damage type is immune to that Spellstrike effect.

Student of Writ

You have studied glyphs and runes extensively, delving into the systems of binding power and meaning to marks in paper, stone and metal.

You have advantage on ability checks to determine the purpose, meaning, or effect of glyphs, runes, warning signs, magical circles, or other written or inscribed art, and on saving throws against magical traps triggered by inscriptions (such as the explosion of a glyph of warding).

Edge and Aegis

At 2nd level, you supplement your fighting style with magical enhancements taught in the Arma Arcana.

Once per turn when you hit a creature with your Bladecasting weapon, you can add your Intelligence modifier to your damage roll. This damage is in the Bladecasting's damage type.

When you have a free hand and are not wielding a shield or a weapon with the heavy property, you add half your Intelligence modifier, rounded down, to your AC.

Evocant Sigil

At 2nd level, you have learned to temporarily seal vicious magical energies into other creatures via your sigils. Choose an elemental damage type for your sigils - acid, cold, fire, or lightning - which you can change when you finish a long rest. Your sigil can be the same or a different damage type to your Bladecasting.

As a bonus action, you can gesture and expend a number of runes up to your proficiency bonus to place an equal number of sigils on creatures within 30 feet. Only one sigil can mark a creature at one time. The range of your sigils increases to 45 feet at level 10, and 60 feet at level 18.

Your sigils can be visible, or invisible except to you or a detect magic spell. A sigil appears on the target’s skin, clothing, or armor as a faintly-glowing glyph of your design.

When an attacker hits a sigil-marked creature and can see the sigil, it can choose to target and burst the sigil. The sigil’s energies are released in a flare of elemental magic, inflicting 2d4 damage of the sigil’s damage type as part of the weapon or spell attack. If a sigil-marked target fails a saving throw that results in it taking damage, the sigil bursts and deals its damage.

A sigil dissipates and is removed if not burst in one minute, or you can remove a sigil at will. A dispel magic spell or similar effect removes all sigils in its area of effect. In any case, a removed sigil deals no damage.

Runecasting

At 2nd level, you gain or create a book containing spells, inscribed in runes of true power.

Spell Slots

You utilize runes to cast your spells. To cast one of your spells, you must expend runes to create a slot of the spell’s level or higher as part of the normal casting time of the spell. The below table shows how many runes you must expend to cast your Sigilant spells of 1st level and higher. You cannot create slots of a level higher than what's shown in the Maximum Spell Level column for your level in the Sigilant table. A slot that is not immediately used is lost.

Runes per Spell Slot Level

Spell Slot
Level
Rune
Cost
Spell Slot
Level
Rune
Cost
1 2 4 6
2 3 5 7
3 5

Your Spellbook

You have a spellbook containing four 1st-level Sigilant spells of your choice. Your spellbook is the repository of the Sigilant spells you know, except cantrips (if any) which are fixed in your mind.

Preparing and Casting Spells

You prepare the list of Sigilant spells available for you to cast. To do so, choose a number of Sigilant spells from your spellbook equal to your Intelligence modifier + half your Sigilant level (minimum of one spell). A spell you choose must be of a level no higher than what’s shown in the Maximum Spell Level column for your level.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Sigilant spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Sigilant spells, since their power derives from your study and precise focus. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC or when making an attack roll for a Sigilant spell.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use a simple or martial weapon as a spellcasting focus for your Sigilant spells.

Learning Spells of 1st Level and Higher

Each time you gain a Sigilant level, you can add one Sigilant spell of your choice to your spellbook for free. Each of these spells must be of a level you can cast, as shown on the Sigilant table.

On your adventures, you might find other spells that you can add to your spellbook (see “Your Spellbook”, Player's Handbook pg.114).

Ordo Arcana

Upon reaching 3rd level you are inducted into your Sigilant Order, beginning to delve the greater secrets of the Arma Arcana. Choose one of Arcanamach, Factotum, Shadowdancer, or Warblade as your Order.

You gain your Order’s unique Order Strike option at 3rd level, and additional Order abilities at 7th and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Abjurant Sigil

Starting at 6th level, you have learned to quickly deploy a protective version of your sigil. When you or a creature within 10 feet of you takes damage, you can use a reaction to expend a rune, forming a momentary ward that reduces the damage by 1d8, to a minimum of 0. If any of the damage and your sigil are the same type, roll twice as many damage reduction dice.

At 18th level, the range of this ability increases to 30 feet.

Journeyman Ritualist

At 6th level, you've learned to cast some wizard spells, though not so readily or effectively as a wizard. You can scribe a wizard spell with the ritual tag into your spellbook as if it were a Sigilant spell, if it is of a level you can cast. You can still only prepare spells from the Sigilant list, but you can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook.

Choose two wizard spells with the ritual tag and add them to your spellbook. These spells must be of a level you can cast.

Explosive Runes

At 10th level, you can place volatile runes on surfaces or objects with your Evocant Sigil. These sigils follow the same rules as your other sigils, except they do not burst when the object or surface takes damage.

If a rune is inspected closely or triggered by a creature's movement within 5 feet, it bursts and deals its damage in a 5 foot radius to objects and creatures. A creature that succeeds on a Dexterity saving throw takes no damage, as does one with total cover. This damage can cause cascading effects, bursting sigils on creatures (but not objects) that fail their saving throws.

You can use a bonus action to burst one sigil of your choice on an object, surface, or creature, dealing damage as above. The sigil must be within your sigil range.

Elemental Escalation

Upon reaching 11th level, your Bladecasting weapon attacks always deal bonus elemental damage from Edge and Aegis, rather than once per turn. Your Spellstrikes improve in the following ways:

  • - Your Corrosion Spellstrike also deals 1d8 acid damage.
  • - Your Shatter Spellstrike now affects a 30 foot cone.
  • - Your Ignition Spellstrike burns for one minute or until extinguished, causing its effects at the end of each turn.
  • - The target of your Shock Spellstrike is also unable to take reactions until the end of its next turn.

Mixed Magical Arts

At 14th level, if you have no active sigils, you can change the damage type of your sigils when you use your Evocant or Abjurant Sigil.

Your sigil bursts deal an additional die of damage (a total of 3d4 per sigil) and your Abjurant Sigil now reduces damage by 2d8.

Master of Glyphs

At 18th level, you always have glyph of warding prepared, and it does not count against the number of spells you can prepare.

When you cast glyph of warding, you can choose to make the casting time one minute instead of one hour, and you can choose to store any spell from your spellbook in the glyph by expending a number of runes equal to the spell's level. Only one of these special glyphs can be active at one time; if you cast the spell again in this way, the existing glyph vanishes.

Spellblade

At 20th level, your perfect control of runic magic makes every strike even more devastating. When you unleash a Spellstrike, you can choose to change your Spellstrike damage type, expending an additional rune and inflicting the effect of both Spellstrikes on the target.

Sigilant Orders

As there are schools of magic, there are schools of swordsmanship. Sigilants combine the techniques of both, leading to many different ways to practice the Arma Arcana. Each Order of Sigilant has unique techniques, closely guarded secrets that are only taught to initiates of that Order.

The major Orders of Sigilant detailed below are the Factotum, the Shadowdancer, the Warblade, and the Arcanamach. The Factotum are generalists, learning many different disciplines, while the Shadowdancers are Sigilants who focus on stealth and evasive techniques. The Warblades are found deep in the thick of battle, and the Arcanamach are mystic assassins trained in the art of slaying other mages.

Sigilant mercenaries are often mistaken for other forms of mystic knight, monk, or warlock, and the traditional secrecy of the Orders works against widespread adoption of their technique. Without formal schools or dynasties, the total number of Sigilants remains low and subject to the whims of fate, as journeyman or master Sigilants die in combat (or otherwise) without passing on their skills. Luckily, certain mystic tomes containing ancient Sigilant secrets, such as the Grimoire Arcanamacha, exist in remote and hidden places - it is said that the Arcanamach have gone extinct four separate times in history.

The master-student format that most Sigilants learn under means that Order techniques are taught last, after a student has indicated proficiency in the basic skills of Spellstrike and Sigil. Further refinement of Order techniques is the ongoing responsibility of the student, a commitment to a lifetime of careful study and martial practice.

Order Spells

Each Order has a list of associated spells. You gain access to these spells at the levels specified in the Order description. Once you gain access to a Order spell, you always have it prepared. Order spells don’t count against the number of spells you prepare.

If you gain a Order spell that doesn’t appear on the Sigilant spell list, the spell is nonetheless an Sigilant spell for you.

Order Strikes

Order Strikes are specialized techniques, even more powerful than the elemental Spellstrikes. Each Sigilant Order has a signature spellstrike, a jealously guarded secret, which you learn when inducted into your Order at 3rd level.

You can use an Order Strike when you meet the conditions for it, but cannot use an Order Spellstrike and an elemental Spellstrike on the same attack. After using your Order Strike, you must finish a short or long rest to do so again.

Some Order Strike effects require saving throws. When you use such an effect from this class, the DC equals your Sigilant spell save DC.

Arcanamach

The Arcanamach are Sigilants who focus on a specific style of magecraft, derived from a book known as the Grimoire Arcanamacha. The Grimoire teaches secrets of stealth, alertness, mental endurance, and combat-casting. Arcanamach are infamous mage-slayers, capable of countering other spellcasters with their complex interplay of sword and spell. Mercenary Aracanamach are valued highly as both assassins and guardians.

Notably, they tend to avoid evocation and conjuration magics, preferring to use their spells to strengthen themselves and weaken their enemies.

Order Strike: Dispelling Strike

When you hit a creature with a melee attack, you can use a bonus action to cast dispel magic on it without consuming a spell slot.

Bonus Cantrips:

You learn stalking blade*, plus one wizard cantrip of your choice, which you cast as a Sigilant spell.

Extended Spellstrength

Starting at 7th level, your mental focus is such that you can cast certain spells that would normally require your concentration without concentration. A qualifying spell must be of 1st or 2nd level, have a single target, and be from the Illusion, Transmutation, or Enchantment School. A sample list of these spells can be found here.

Once you have cast a spell in this way, you cannot do so again until you finish a short or long rest.

Tenacious Spells

Beginning at 15th level, your spells are particularly difficult to thwart. Attempts to dispel or counter your spells are never automatically successful, and the spellcasting checks to dispel or counter your spells are made at disadvantage.

ARCANAMACH SPELLS

Level Spells
3 heroism
5 enlarge/reduce
9 counterspell
13 banishment
17 far step
* Sigilant Spell, see below.

Factotum

The Factotum are dabblers, professional explorers who plunder a wide variety of fields. They advocate reading through tomes of arcane magic to gain an understanding of spells, offering prayers to a variety of deities to earn their blessings, and observing warrior stances and exercises to understand the art of fighting. Factotum are legendary for the number of holy symbols, lucky trinkets, and magical items they collect.

While a Factotum learns many paths, it masters none of them. The other Orders consider the Factotum unserious, but this could not be further from the truth - Factotum simply believe that all knowledge is equally precious.

Order Strike: Cunning Strike

When you have advantage on an attack roll and hit, you can emulate the sneak attack of a rogue, dealing an additional 1d6 damage for every two Sigilant levels, rounded up.

Bonus Proficiencies

You gain proficiency in a skill, two languages, and two toolkits of your choice.

Flash of Brilliance

Beginning at 7th level, you can briefly imitate even a master, adding your intelligence modifier to all of your ability checks that do not already include it. This effect lasts for one minute.

Once you have used this ability, you are unable to do so again until you finish a long rest.

Opportunistic Piety

Starting at 15th level, when you create sigils, you can also place them on yourself or an ally in range, a false divine mark. A sigil placed in this way bursts at the end of your turn and restores hit points equal to your Intelligence modifier (minimum one) to the target.

FACTOTUM SPELLS

Level Spells
3 healing word
5 suggestion
9 speak with dead
13 control water
17 legend lore

Shadowdancer

Shadowdancers are Sigilants with a bent towards shadow magic, a rare discipline connected to the Plane of Shadow. Legend holds that the first Shadowdancers were illusionist mages who studied with the secretive Shadar-kai, learning the ambush techniques of the emotionless fey.

Despite the dark connotations, both heroic rogues and notorious assassins are known to dance the shadows.

Order Strike: Shadowstrike

In place of a weapon attack, you can teleport up to 60 feet through the Plane of Shadow to an unoccupied space within 5 feet of a creature you can see, and make a single melee attack against it. You must begin and end this teleport in dim light or darkness.

Dusky motes clinging to your form grant your melee attacks advantage until you attack or are attacked by a different creature, or you move into bright light.

Bonus Cantrips:

You learn minor illusion, plus one wizard cantrip of your choice, which you cast as a Sigilant spell.

Umbral Evasion

At 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can expend a rune to shadow-slip the danger. You blink momentarily into the Plane of Shadow and take no damage if you succeed on the saving throw, or half damage if you fail.

Wreath of Shadows

Beginning at 15th level, you can use an action to become invisible for one minute to all creatures that are currently marked by your sigil. If a sigil bursts or dissipates, you become visible to that creature.

SHADOWDANCER SPELLS

Level Spells
3 disguise self
5 shadow blade (or blur)
9 gaseous form
13 shadow conjuration*
17 steel wind strike (or seeming)
* Sigilant Spell, see below.

Warblade

Sigilants who prefer power over finesse often choose the path of the Warblade, using heavy plate to ward off blows while smashing their foes with might and magic. A few prefer light armor, using their agility to draw foes close and strike precisely with lighter blades. Warblades are by far the most visible Order of Sigilant, drawn to conflict. A single Warblade mercenary can turn the tide of a battle, a force multiplier to his allied side.

Many Warblades remain stoically neutral and proudly avoid "distractions" such as good or evil, but some who rise in power shift toward tyranny and cruelty.

Order Strike: Resonance Strike

When you hit a creature with a melee attack, you can choose to cause nearby sigils to resonate with power.

Every Sigil-marked creature within 30 feet takes damage equal to 2d10 plus your Sigilant level in your sigil's damage type, or half as much on a successful Constitution saving throw.

Bonus Proficiencies

You gain proficiency with heavy armor and shields.

Necrant Sigil

At 7th level, you learn to bind sigils to your own life, draining some of the energy from them to yourself.

When you burst a sigil with a melee weapon attack or use your Abjurant Sigil, you regain one hit point for each die of sigil damage or reduction.

Mystic Bulwark

Starting at 15th level, your arcane defense is impenetrable. When you start a Bladecasting, you can expend a rune to apply ablative protective magics.

You gain temporary hit points equal to half your Sigilant level, which are lost when the Bladecasting ends.

WARBLADE SPELLS

Level Spells
3 armor of agathys
5 scorching ray
9 lightning bolt
13 wall of fire
17 maelstrom
Sigilant Spell List

* Sigilant Spell, see below.

1st level
  • Absorb Elements
  • Alarm
  • Ars Abitis*
  • Bane
  • Cause Fear
  • Command
  • Comprehend Languages
  • Detect Magic
  • Elemental Edge*
  • Feather Fall
  • Fog Cloud
  • Illusory Script
  • Longstrider
  • Searing Smite
  • Shield of Faith
  • Silent Image
  • Thunderous Smite
  • Zephyr Strike
2nd level
  • Alter Self
  • Ars Explosis*
  • Ars Infuris*
  • Ars Rejuvis*
  • Blindness/Deafness
  • Blur
  • Branding Smite
  • Darkness
  • Enhance Ability
  • Hold Person
  • Invisibility
  • Locate Object
  • Mirror Image
  • Magic Weapon
  • See Invisibility
  • Silence
  • Spider Climb
3rd Level
  • Ars Iteritas*
  • Blinding Smite
  • Blink
  • Dispel Magic
  • Elemental Weapon
  • Fly
  • Glyph of Warding
  • Haste
  • Magic Circle
  • Nondetection
  • Sending
  • Slow
  • Tongues
  • Vampiric Touch
  • Water Breathing
4th Level
  • Anchoring Smite*
  • Arcane Eye
  • Compulsion
  • Confusion
  • Dimension Door
  • Elemental Bane
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Staggering Smite
5th Level
  • Ars Ultima*
  • Banishing Smite
  • Dominate Person
  • Hold Monster
  • Modify Memory
  • Passwall
  • Wall of Force

Sigilant Spells

Anchoring Smite

  • 4th-level abjuration
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 4d10 force damage to the target. Additionally, the target must make a Charisma save or be affected by an invisible dimensional anchor that completely blocks extradimensional travel, including all forms of teleportation. This anchor lasts for one hour before dissipating, or until you stop concentrating on it.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell, though it can block the return of the corporeal form of a demon or other creature that returns to its home plane upon death.

If the target is native to a different plane of existence than the one you’re on, the target is unable to willingly return to its home plane. Banishment spells and effects are blocked by the anchor.

Ars Abitis

  • 1st-level abjuration
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

All sigil-marked creatures within range must make a Strength saving throw or be pushed away from you 10 feet.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the push effect increases by 5 feet for each slot above 1st.

Ars Explosis

  • 2nd-level evocation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

Remove a sigil from an enemy within 30 feet. Each creature within 10’ of the target must make a Dexterity saving throw. It takes 3d8 damage in the type of the sigil on a failure, or half damage on a success.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can choose an additional target for each slot above 2nd. A creature takes damage from this spell only once per casting.

Ars Infuris

  • 2nd-level enchantment
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

A sigil-marked creature within range must make a Charisma saving throw. If it fails, every creature within 30 feet of that creature can choose to use its reaction and make one weapon attack against it.

Ars Iteritas

  • 3rd-level evocation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Place a sigil on any number of creatures of your choice within range.

At higher levels: When you cast this spell using a spell slot of 4th or 5th level, the spell range increases by 15 feet for each slot above 3rd.

Ars Rejuvis

  • 2nd-level necromancy
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Until the end of your next turn

Your enemies’ life force restores your allies’ health. Until the end of your next turn, when an ally makes a successful melee weapon attack against a sigil-marked enemy within range, they regain hit points equal to your spellcasting modifier (minimum 1). This does not burst the sigil.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the spell heals 1d6 additional damage for each slot above 2nd.

Ars Ultima

  • 5th-level evocation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (a weapon)
  • Duration: Instantaneous

Remove sigils from all enemies within 30 feet of you. Each creature must make a Charisma save or suffer 8d10 damage of your sigil's damage type, or half as much on a successful save.

Elemental Edge

  • 1st-level transmutation
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a nonmagical weapon)
  • Duration: Concentration, up to 1 minute

You touch a nonmagical weapon and choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1d4 bonus to damage rolls and deals all of its damage in the chosen damage type.

Shadow Conjuration

  • 4th-level conjuration
  • Casting Time: 1 action
  • Range: see text
  • Components: V, S, M (an unlit candle)
  • Duration: Concentration, up to 10 minutes

You summon a deadly shadow to serve you in combat. This shadow has the statistics of a shadow demon (MM pg.64), but is bound to serve you. It appears in an empty space of your choice within 30 feet and disappears when it drops to 0 hit points or you lose concentration. The spell fails if the area is brightly lit.

Roll initiative for the shadow. When you summon it, and on each of your turns, you can issue a verbal command for its next turn without using any action. If you issue no command, it attacks any creature in reach that has attacked it.

The shadow loses 4 hit points if it enters or begins its turn in an area of dim light, or 10 in an area of bright light. It can lose no more than 10 hit points per round in this manner.

Stalking Blade

  • Divination cantrip
  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a weapon you're proficient with)
  • Duration: Concentration, up to 1 minute

As part of the action used to cast this spell, you must make a melee attack with a weapon against a hostile creature within that weapon's reach. Otherwise, the spell fails. On a hit, the target suffers the attack's normal effects, and you place an invisible, magical tag upon that creature that lasts for one minute. If the creature teleports from a place you can see while the tag is active, you can use your reaction to siphon off some of the energy, teleporting yourself simultaneously to an unoccupied space within 5 feet of the target's new location as the target takes 2d6 force damage from magical feedback.

The spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for teleporting increases to 3d6. Both damage rolls increase by an additional die at 11th and 17th level.

Sigilant Version 2.2, by: /u/Rsquared

Many thanks to contributors / reviewers:
/u/Adraius, /u/FutureYam

Cover: Arif Wijaya
Page 1: Samarskiy
Page 5: OmeN2501
Page 6, 7: Hiromu Arakawa/SQUARE ENIX

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