The Sigillite

by iwinter

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The Sigillite

Green light flashing behind her eyes, a haggard elf presses her thumb into a disc of soft clay before hurling it towards her attackers. It shatters as it arcs to the ground sending out gouts of flame, letting the elf make good her escape.

A half-orc reaches into the collar of his guilded shirt, running his fingertips over the intricate groves of his jade necklace. He tugs it free before muttering a few words and the air shimmers around him as he vanishes from sight, smiling as he slips past the mansion guards.

Dressed in rough furs and leathers, a young man holds his torch higher, its flickering light making the granite wall glitter in the dark of the ruins. Working quickly he rubs a charcoal imprint of the carved symbols, the Sigil-stones hanging from his wrist rattling as he does so.

Sigils

Sigils are symbols, patterns, and shapes that carry inherent arcane power. How and why they hold this power within them is a question to which no one has the answer; some believe they are remnants of a language from a time before mortal existence, others theorize they are fundamental to creation, that the material plane is held together by these Sigils. Whatever their origin, non can deny the power they hold when used correctly. Those that make a study of such things are known as Sigillites.

While Sorcerers have magic in their soul and Wizards use intricate spells formulae to bring magic to bear, Sigillites use their knowledge of Sigils to shape and form reality by creating patterns of pure potential. Through combining Sigils in specific ways Sigillites can create almost any intended effect: they can be drawn on a wall in chalk to make it melt away, carved into a stone that will create a fireball when thrown, or even traced in the air with a feather to cause an object to levitate.

Secretive Scholars

Sigillites are a rare breed. In fact, outside of their fellow practitioners of the craft their existence is practically unknown; a reality which is in large part by design, as for many Sigillites the secrets of this fundamental language should be just that, a secret for the privilege of those few fated to discover it. This is helped in that to those that don’t practice the magical arts, there exists little distinction between the various practitioners; and to those that do, Sigillites are so rare that they can easily pass for a more common variety of magic user.

Every Sigillite spends a portion of their life wandering through the world seeking ancient writings, murals, even tombs where they might find new Sigils to expand their vocabulary. As a result, they are no stranger to tough conditions or dangerous foes. Though they might still frequent libraries, book stores, or antiquarians, they know the knowledge they seek is more often than not buried in the forgotten places of the world.

When they encounter other souls on their lonely pursuit they are usually mistaken for hermits, a mistake which suits them just fine. Many use this mask as a way to help people and communities while maintaining their anonymity for the sake of their craft, while others avoid people entirely and use their knowledge for personal gain.

Creating a Sigillite

When creating a Sigillite, think about how they came to be one. Sigillites are so rare as to be almost non-existent. Perhaps they stumbled across an carved stone lost by a Sigillite and they set out to learn the secrets its power, or maybe you were found swaddled and abandoned by a traveling Sigillite who raised you as their own and taught you all they knew.

Whatever your origins, consider your intentions: why do you do what you do? Do you seek wealth? Power? Perhaps revenge Or is it simply all you know how to do? Do you seek to aid those less fortunate, or is there an ulterior motive to your actions?

Discuss with your DM what you want to achieve and the sorts of magic you want to wield, as the Sigils that you discover as you make your way through the world will determine the magic you can command.

CLASS FEATURES

Hit Points

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

Proficiencies

  • Armor: Light Armor, Medium Armor
  • Weapons: Simple Weapons
  • Tools: Calligrapher's Supplies or Tinkerer's Tools
  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Arcana, Athletics, Investigation, Nature, Perception, and Survival

Equipment

You start with the following equipment, as well as the equipment granted by your background.

  • (a) a dagger (b) a handaxe
  • (a) a simple weapon (b) a light crossbow + 20 bolts
  • (a) Caligrapher's Supplies (b) Tinkerer's Tools
  • (a) an Explorer's Pack (b) a Scholar's Pack
  • Leather Armor

Sigillic Crafting

As a Sigillite you have a set of Sigil Crafting tools, and can use Sigils to cast magical effects in various ways. By focusing your will on Sigils you inscribe, carve, or trace, you can create Scripts. Whether on a sheet of paper or the surface of a stone, once a Script has been created you must focus your mind on it to keep the magic within from unfurling until you cast it. Only you can cast the Scripts you craft.

Creating and Using Sigils

Sigils you have created are known as Scripts. The full list of Scripts is available at the end of this supplement. Scripts are cast in the same way as spells as detailed in Chapter 10 of the Players Handbook. Scripts, however, have a crafting time and a number of Sigil Marks needed to create them; with the Sigillite Table showing how many Scripts you can focus on at once as well as the number of Sigil Marks you can use in a single Script.

Unless otherwise specified, Scripts you craft can only be cast once before they have to be created again. This means that if you wanted to cast the spell Magic Missile twice, you would have to craft two Scripts of the Spell.

The number of Sigil Marks you have is equal to you Intelligence modifier + twice your Sigillite level. For example, a 2nd level Sigillite with a Intelligence of 14 has six Sigil Marks. Sigil Marks aren’t consumed when you craft a Script, they are merely dedicated to focusing on it; so when a Script is cast the Sigil Marks dedicated to it become free to use. You can choose to stop focusing on a Script and it will be expended without producing its effect, and it will need to be crafted again.

When you take a Long Rest, you must divide your pool of Sigil Marks into Scripts of specific lengths and decide which Scripts you focus on. A Script’s Sigil Mark cost is equal to its spell level, i.e. a 4th level spell costs 4 Sigil Marks, and so forth.

When crafting Scripts, you may choose to dedicate additional Sigil Marks in order to cast a Script in a similar fashion to casting spells using higher level spell slots, i.e. dedicating 1 additional Sigil Mark to a 4th level Script would result in that Script being cast at 5th level. Sigil Marks added for Sigillic Style modifications will not result in a Script being cast at higher levels.

You may re-craft Scripts during a short rest according to their crafting time. Unless otherwise specified, a Script’s crafting time in minutes is equal to 5 times its spell level. However, during a long rest you can craft the maximum number of Scripts you can focus on, regardless of their normal crafting time. 9th level spell always take a long rest to craft.

Sigillic Ability

Intelligence is the ability you use for unleashing the power of your Scripts, as it is a representation of the breadth of your Sigillic knowledge and ability to manipulate Sigils to augment their effects . 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 for a Script you use and when making an attack roll with one.


  • Spell Save DC = 8 + proficiency bonus + Intelligence modifier
  • Spell Attack Modifier = proficiency bonus + Intelligence modifier

Cantrips

For Sigillites, cantrips cost one Sigil Mark but don’t count towards the number of Scripts you’re focusing on. They have a crafting time of one action, but are cast immediately as part of that same action. At level one you know five cantrips of your choice from the Sigillite Script list.

The Sigillite
Level Proficiency Bonus Features Scripts Sigil Marks
1st +2 Ritual Casting, Quick Hands 3 1
2nd +2 Sigillic Style Feature 3 1
3rd +2 Decipherer 4 2
4th +2 Ability Score Improvement 4 2
5th +3 Sigillic Savant 5 3
6th +3 Sigillic Style Feature 5 3
7th +3 Well Rested 6 4
8th +3 Ability Score Improvement 6 4
9th +4 Sigillic Savant 7 5
10th +4 Sigillic Style Feature 7 5
11th +4 Symbols of Power 8 6
12th +4 Ability Score Improvement 8 6
13th +5 Sigillic Savant, Well Rested 9 7
14th +5 Sigillic Style Feature 9 7
15th +5 Quick Thinking 10 8
16th +5 Ability Score Improvement 10 8
17th +6 - 11 9
18th +6 Focused Will 11 9
19th +6 Ability Score Improvement 12 9
20th +6 Sigillic Mastery 12 9

Ritual Casting

At 1st level, you can create and cast a Script as a ritual if that Script has a ritual tag and you know that Script. You don’t need to be focusing on the Script to cast it as a ritual.

Learning New Scripts

At 1st level, the number of Scripts you know is equal to 2 + your Intelligence modifier. Additionally, every time you gain a level as a Sigillite you discover a new Script through experimentation; these Scripts must be of a level you can cast.

As you travel through the world you may find Sigils inscribed in various places; in ancient ruins, forgotten books, or even on a boulder in the wilderness. When you find these Scripts you may spend a long rest learning their intricacies, after which you will gain the ability to use them.

According to your DM's discretion, you may have to find Scripts you wish to learn already in Sigillic form, or you may transliterate spells you encounter into Sigils. If they allow the latter, then the learning time and cost of such learned spell are equal to those for the Wizard class in the Player's Handbook.

Quick Hands

Time spent working under pressure means you can craft certain Scripts with fluidity and ease. At 1st level, choose a Script that you know; you can now craft and use it in a single action provided you aren’t focusing on your maximum number of Scripts at the time.

If you are focusing on your maximum number of Scripts you can stop focusing on one to use this feature. However, you will no longer be able to cast that Script until you craft it again.

Every time you gain levels as a Sigillite you can change the Script used in this feature. Once you use this feature you must complete a short rest before using it again.

Sigillic Style

When you reach 2nd level choose a Sigillic Style, identifying your personal interpretation of using Sigils. Choose between Scribe and Crafter, both detailed at the end of the class description.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Decipherer

When you reach 3rd level you have become well practiced at deciphering Sigils scrawled into strange surfaces. As a result, you find interpreting foreign languages simple by comparison. You can attempt to discern the meaning of written languages that you don’t know, and you have advantage when trying to crack written codes.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability 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.

Sigillic Savant

When you reach 5th level you have become so familiar with certain Scripts that they are constantly in your mind. Choose a Script that you know; it no longer takes Sigil Marks to craft or counts towards the number of Scripts you’re focusing on.

The Script chosen by this feature can only be of a level equal to or less than half your Sigillite level (rounded up). For example, a 5th level Sigillite could only choose a Script of 3rd level or lower.

The Script you choose cannot be changed once it is chosen, but you can choose an additional Script at 9th, and 13th level. Regardless of the crafting time for the Script chosen for this feature, you can only craft and cast it once using this feature and must complete a long rest before doing so again. It can still be crafted and used as normal independent of this feature.

Well Rested

With time and practice focusing your mind to craft your Sigils has become second nature to you, and doing so whilst fully rested is as easy as breathing. Starting when you reach 7th level, roll a d6 when you complete a long rest and add your Intelligence modifier. You gain temporary Sigil Marks to use in your Scripts equal to the result (minimum of 2). These temporary Sigil Marks last until you next long rest, or for the next 12 hours. At 13th level the dice increases to a d8.

Symbols of Power

Through trial and error you have found the perfect combinations of Sigils to increase the power of your Scripts. Starting at 11th level, when you complete a long rest you may choose a Script that you are focusing on and cause it to gain the following effects: A spell attack made with this Script is done so with advantage; if the spell requires the target to make a save against your Spell Save DC they do so at disadvantage; if the spell is 4th level or lower, instead of rolling dice to determine the damage dealt you use the highest number possible for each die. If the spell is higher than 4th level you roll for the damage twice and choose the highest result.

Quick Thinking

When you reach 15th level you have learnt how to weave shortcuts in your Scripts, how to bend what were once ironclad rules. When you gain this feature you can use your reaction to cast a Script when either you or an ally within your sight is attacked. If you have Sigil Marks not being used equal to the cost of the Script, you can cast it without expending its use. You can use this feature once before needing to finish a short rest to use it again.

Focused Will

When you reach 18th level your mind becomes an impenetrable fortress built from your strength of will. You become immune to any and all enchantment spells, and you gain advantage on Intelligence saving throws.

Sigillic Mastery

When you reach 20th level your understanding of Sigils and their power has become so great that there is virtually nothing you cannot achieve. You permanently gain 10 Sigil Marks in addition to ones you normally have. In addition, you may pick a school of magic; any Scripts within that school that you cast are done so with advantage.

Styles

There are two distinct styles of applying Sigils as recognized by Sigillites, with each style having its own unique methods and tricks. Which style a Sigillite practices is often dictated more by the specific Sigils they know rather than choice, though this can vary from Sigillite to Sigillite.

The Scribe

The more common of the two styles, Scribes are dedicated to perfecting their Scripts, combining Sigils in new and unique ways to create extraordinary effects. Scribes are inventive with their work, continually experimenting, allowing them to achieve feats of magic that others would be hard pressed to replicate.

The Pen Is Mightier

Starting at 2nd level when you choose The Scribe Style, you are dedicated to using Sigils to their full potential. When you gain this feature, choose a Script that you know which doesn’t have the ritual tag; you can now cast this Script as a ritual. You may change the Script this feature uses every time you gain a level as a Sigillite.

Intricate Scripts

Starting at 6th level you have learnt how to attach complex and specific additions to your Scripts, allowing you to achieve unusual results. When you cast a Script you may use additional Sigil Marks to add the following modifications:

Detach (1 Sigil Mark) - You change the origin point from which a spell is cast - if the spell has a range of at least 5ft, you may treat any point of your choosing in your sight within 30ft of you as the location from which the spell is cast. The spell is then cast normally using the range and qualifiers within its description.

Distend (1 Sigil Mark) - Add 5ft to a spell's Area of Effect. If the spell does not have an Area of Effect, it can be cast with an Area of Effect radius of 5ft centered on a point within that spell's range. Every character within the spell's added Area of Effect are subject to all of the spell's triggers and effects.

Delay (2 Sigil Marks) - The spell's effect will be delayed. The delay can be between one round and six hours. You can maintain Concentration on a spell with Delay to release it when you choose or commit to a specific delay time by declaring it on casting, requiring no Concentration to maintain. If this Concentration is broken by taking damage or going unconscious, the spell is not cast and the spell slot used in its casting is spent.

You can’t use more than one addition on a single Script, and the Sigil Marks used to make them count towards the maximum number of Sigil Marks used in the Script.

Versatile Sigils

Starting at 10th level you have mastered altering your Scripts quickly at the last minute. Using a bonus action, you can change one of your crafted Scripts into another Script you know which costs the same number of Sigil Marks. You can use this ability twice before needing to complete a long rest to use it again. Furthermore, you can focus on three extra Scripts in addition to the number shown on The Sigillite table.

Unconventional Methods

Starting at 14th level you have developed truly unique methods behind your Scripts. You May choose one method from the list below when you take a long rest:

The Method Philosophic - When you cast a Script that requires a saving throw, you can make an Intelligence (Arcana) check with a DC of 12 + double the spell's level. Upon meeting or exceeding the DC, you can change the saving throw from one ability score to another of your choice.

The Method Prophetic - When a target succeeds on a saving throw against your cantrips, you can choose whether the target takes half the cantrip's damage or if it suffers the additional effects of the cantrip but takes no damage. Once per short rest, you can use this feature with a Script of 1 Rune Mark or higher.

The Method Oracular - When you cast a Script, you can substitute all damage caused by the Script with any other type of damage, including Force or Psychic type damage. If the Script lists two or more types of damage, you can instead choose to substitute one or more of the damage types (you can select both).

The Method Scholastic - Whenever you can see or are otherwise aware of the casting of a Script, spell or the presence of a magical effect, you can make an Intelligence (Arcana) check to learn its properties, including all of its effects, school of magic, level, and the level of the spell slot/number of Rune Marks used, as applicable. The DC of the Intelligence (Arcana) check is 11 + the spell/Sccript level, or 10 if there is no applicable level.

The Crafter

Crafters are Sigillites who have perfected using Sigils to create magical objects rather than as a means of casting Scripts. While a Scribe has more powerful Scripts, the Crafter produces Scripts of greater stability - ones which can be used to augment weapons and armour, create magical traps, or even create magical objects that can be used by others.

Expanded Script List

As a Crafter you can choose from an expanded list of Scripts. The following Scripts are available when you learn new Scripts:

Script Level Scripts
Cantrip True Strike, Modify Elements
1st Absorb Elements, Earthen Pillar
2nd Arcane Lock, Blur
3rd Elemental Weapon, Bik Tem's Pocket Embers
4th Sigil of Elemental Blessing, Bik Tem’s Ice Trap
5th Creation, Swift Quiver
6th Contingency, Bik Tem’s Miniature Golems
7th Mordenkainen’s Magnificent Mansion, Mordenkainen’s Sword
8th Holy Aura
9th Gate

You also learn an additional Script on reaching level 6, level 9, level 12 and level 15. These Scripts must be of a level you can cast.

Stable Sigils

Stating at 2nd level, when you choose The Crafter Style you have begun to perfect the art of using Sigils to create magical objects. When you gain this feature you may give your Scripts to others, allowing them to cast them whenever they so choose.

When another creature casts one of your Scripts they are considered proficient with them and use their Intelligence modifier for the purpose of attack roles and their spell save DC.

Scripts given to others in this way still count towards your maximum number of Scripts, and still require you to focus on them.

Sigillic Inscriptions

Starting at 6th level, you have learnt the secrets of inscribing your Scripts onto mundane things like weapons, armor, doors, even furniture. When you craft a Script that affects another creature when cast, you may inscribe it on such an item and use additional Sigil Marks to give it one of the following effects:

Voice (1 Sigil Mark) - The Script will be cast immediately when a trigger word you choose is said within 10ft of the object it is inscribed upon.

Action (1 Sigil Mark) - The Script will be cast immediately when the object it is inscribed upon is used to perform a certain pre-specified action; for example, when a hit is scored with a weapon, a chair is sat on, or a door is opened, etc...

Presence (2 Sigil Marks) - The Script will be cast immediately when a specific person or item come within 10ft of the object it is inscribed upon. You must be familiar with the person or item in question.

You can’t use more than one of these effects on a single Script, and the Sigil Marks used to make them count towards the maximum number of Sigil Marks used in the Script. Scripts cast with these modifications which require Concentration will have the Sigillic inscription maintain it similar to Glyph of Warding.

In addition, the Sigils on these objects are conspicuous and will be easily seen; whether a creature who sees them knows what the are or not is at the discretion of the DM.

Elegant Craftsmenship

When you reach 10th level you have mastered the art of Sigillic Inscriptions. Inscribed Sigild now appear as extravagant decorations or are cunningly hidden from sight entirely. Creatures who see your inscribed objects must make an Insight Check vs your Spell Save DC to see if they notice the Sigils.

Master Craftsman

Starting at 14th level you have become a true master of inscription. Scripts that are part of an inscription can now be triggered twice before their power is lost and they must be crafted again.

Scripts & Script List

Modify Elements

Transmutation Cantrip


  • Crafting Time: Special
  • Casting Time: Special
  • Range: Touch
  • Components: S, M (Ink on parchment, wrapped around the weapon)
  • Duration: 2 rounds

You can change the damage type of any non magical weapon to one of the following; Fire, Cold, or Lightning.

Earthen Pillar

1st-level transmutation


  • Crafting Time: 5 minutes
  • Casting Time: 1 action
  • Range: 30ft
  • Components: V, S, M, (a small stone with a sigil inscribed in ash)
  • Duration: Instantaneous

You call forth a column of dirt to rise out of the ground in a space you can see within range. The pillar has a diameter of 5 feet, a height of 20 feet, an AC of 10 and 15 hit points. If the pillar is created under a Medium or smaller creature, that creature must succeed on a Dexterity save or be lifted by the pillar. Large creatures make the save with advantage. Huge or larger creatures are unaffected as the earthen pillar is unable to be created under the creature’s weight. A Large or smaller creature can choose to fail the save.

If the pillar is prevented from reaching its full height due to contact with another solid surface, a creature on the pillar takes 2d6 bludgeoning damage and is restrained. The restrained creature can use an action to make a strength or dexterity check (creature’s choice) against the Script’s save DC. On a success, the creature is no longer restrained and must either move or fall off the pillar.

At Higher Levels: When dedicating 2 Sigil Marks or more to the casting of this Script (not counting Sigillic Style additions), you can increase the height of the pillar by 5 feet and the potential damage it deals by 1d6 for each Sigil Mark above the 1st.

Bik Tem's Forceful Riposte

2nd-level abjuration


  • Crafting Time: 10 minutes
  • Casting Time: 1 action, or 1 reaction which you take when a creature makes a melee attack against you within range.
  • Range: 15ft
  • Components: S, M, (Engraved on a leather strip, wrapped around the knuckles)
  • Duration: Instantaneous

You thrust your fist forward and send a focused wave of force, potentially interrupting an attacking creature. The target must make a Strength save. On a successful save, the target takes no damage and is not interrupted. On a failed save, the target takes 2d6 force damage and is pushed 15ft directly away from you or until it would be pushed into a creature, object, or cover. If the target collides with a creature, object, or cover, both it and the creature, object, or cover it was pushed into take an additional 2d6 force damage.

At Higher Levels: When dedicating 3 Sigil Marks or more to the casting of this Script (not counting Sigillic Style additions), the initial damage increases by 1d6 and the distance the creature is pushed increases by 5ft per additional Sigil Mark.

Bik Tem's Pocket Embers

3nd-level evocation


  • Crafting Time: 15 minutes
  • Casting Time: 1 action
  • Range: 10ft cone
  • Components: S, M, (Scratched into a nugget of gypsum)
  • Duration: Instantaneous

You crush the gypsum in your fist and fling molten dust at your target. Any creatures in range must make a Dexterity save or take 6d4 fire damage and be blinded for 2 rounds. Any creature blinded by this Script may use an action to clear the dust from their eyes and regain their sight. Creatures who succeed the initial Dexterity save only take half damage and avoid being blinded.

At Higher Levels: When dedicating 4 Sigil Marks or more to the casting of this Script (not counting Sigillic Style additions), the initial damage increases by 1d6 per additional Sigil Mark.

Sigil of Elemental Blessing

4th-level transmutation


  • Crafting Time: 20 minutes
  • Casting Time: 1 action
  • Range: 50ft
  • Components: V, S, M, (stone with an elemental Sigil on it or drawing the symbol of the Sigil in sand/air)
  • Duration: Concentration, up to 10 minutes

You choose a willing creature within range and bless them with an elemental Sigil. You choose a damage type from fire, cold, thunder, acid, lightning, or poison and grant the creature immunity to all damage of that type for the duration of the spell.

In addition, the affected creature deals an 1d4 damage of the selected damage type with successful weapon attacks.

At Higher Levels: When dedicating 6 Sigil Marks to the crafting of this Script (not counting Sigillic Style additions), its damage increases by 2d4. When dedicating 8 Sigil Marks, the damage further increases by a an additional 3d4. In addition, when dedicating 8 Sigil Marks the elemental energy can be changed at the cost of an action from the caster or the person who activated the Sigil, as appropriate.

Bik Tem's Ice Trap

4th-level evocation


  • Crafting Time: 30 minutes
  • Casting Time: Special
  • Range: 10ft sphere
  • Components: S, M, (Etched around the edge of a piece of glass)
  • Duration: Special

When the piece of glass used in this Script is shattered it releases a freezing blast of frost. When this happens, creatures in range must make Dexterity save or suffer 8d6 cold damage; on a successful save the damage is halved. In addition, any creature damaged by this Script must make a Constitution save or suffer the effects of the Slow spell as detailed in the Player's Handbook for one round.

At Higher Levels: When dedicating 5 Sigil Marks or more to the casting of this Script (not counting Sigillic Style additions), the damage increases by 1d8 per additional Sigil Mark.

Bik Tem's Orbs of Lightning

5th-level evocation


  • Crafting Time: 2 hours
  • Casting Time: 1 action
  • Range: 120ft
  • Components: S, M, (Inscribed onto tiny sapphires worth at least 150 Gold, consumed upon use)
  • Duration: Concentration, up to a 5 rounds

You throw the sapphires above your head as you cast this Script, creating three small Orbs of electricity which float around you and last for an hour. As a bonus action you can send an Orb to attach itself to a creature; you may only try to attach one Orb per bonus action, but you may attach multiple Orbs to a single creature.

The targeted creature must make a Dexterity save at the start of their turn. On a failure, the creature is dealt 2d10 lightning damage; on a success the damage is halved. The creature must continue to make Dexterity saves at the start of their turn so long as they have Orbs attached to them, though they only need to make one Dexterity save per turn regardless of how many Orbs are attached. Once attached to a creature an Orb lasts for 5 rounds, or until it is dispelled, or you lose concentration.

At Higher Levels: When dedicating 6 Sigil Marks or more to the casting of this Script (not counting Sigillic Style additions), the damage increases by 1d10 per additional Sigil Mark. When dedicating 8 Sigil Marks or more (not counting Sigillic Style additions), you summon four Orbs instead of three.

Bik Tem's Miniature Golems

6th-level enchantment


  • Crafting Time: 24 hours
  • Casting Time: Special
  • Range: Special
  • Components: S, M, (Engraved on a large stone wrapped in bronze wire)
  • Duration: 10 days

When you finish casting this Script the stone will split into two tiny Golems of a form you choose, their statistics are unchanged regardless of their appearance and they last for ten days. They are loyal to you, immune to mind altering effects and will obey any command you give them to the best of their ability. It is an action to command them, and they won’t stop until told to. They will treat creatures the same way you do, i.e. if you are hostile to a creature they will be too etc... If a creature other than you tries to prevent them from performing a task you give them they will attack that creature until they allow them to continue. If you are reduced to zero hit points the constructs become inert until you gain hit points. The Golems cannot regain hit points.



Miniature Golem

Tiny Construct, natural


  • Armor Class 16
  • Hit Points 40 (8d10 + 5)
  • Speed 25ft

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 8 (-1) 6 (-2) 4 (-3)

  • Senses Tremor Sense
  • Languages Same as its creator
  • Challenge 1 (200 XP)

Actions

Strike The Golem makes a Strike dealing 1d6+4 bludgeoning damage.

Sigillite Script List

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Chill Touch
  • Dancing Lights
  • Firebolt
  • Guidance
  • Green-Flame Blade
  • Light
  • Mending
  • Mold Earth
  • Produce Flame
  • Ray of Frost
  • Resistance
  • Shocking Grasp
  • Spare the Dying
  • Thaumaturgy
  • Thunderclap
1st Level
  • Alarm
  • Burning Hands
  • Chromatic Orb
  • Cure Wounds
  • Detect Magic
  • Expeditious Retreat
  • Feather Fall
  • Frost Fingers
  • Grease
  • Illusory Script
  • Ray of Sickness
  • Shield
  • Tenser’s Floating Disk
  • Thunderwave
  • Unseen Servant
2nd Level
  • Bik Tem’s Forceful Riposte
  • Continual Flame
  • Darkness
  • Earthbind
  • Enlarge/Reduce
  • Flaming Sphere
  • Heat Metal
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Levitate
  • Locate Object
  • Magic Weapon
  • Mirror Image
  • Misty Step
  • Ray of Enfeeblement
  • Scorching Ray
  • Shatter
  • Silence
3rd Level
  • Bestow Curse
  • Blink
  • Call Lightning
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Fireball
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Intellect Fortress
  • Leomund’s Tiny Hut
  • Magic Circle
  • Meld into Stone
  • Nondetection
  • Revivify
  • Slow
4th Level
  • Banishment
  • Blight
  • Control Water
  • Dimension Door
  • Divination
  • Elemental Bane
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Mordenkainen’s Private Sanctum
  • Otiluke’s Resilient Sphere
  • Polymorph
  • Stoneskin
  • Stone Shape
5th Level
  • Animate Objects
  • Bik Tem’s Orbs of Lightning
  • Circle of Power
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane
  • Contagion
  • Destructive Wave
  • Flame Strike
  • Greater Restoration
  • Hold Monster
  • Passwall
  • Scrying
  • Telekinesis
  • Teleportation Circle
  • Wall of Stone
6th Level
  • Arcane Gate
  • Bones of The Earth
  • Chain Lightning
  • Circle of Death
  • Disintegrate
  • Drawmij’s Instant Summons
  • Flesh to Stone
  • Forbiddance
  • Globe of Invulnerability
  • Guards and Wards
  • Heal
  • Magic Jar
  • Move Earth
  • Otiluke’s Freezing Shpere
  • Primordial Ward
  • Sunbeam
  • True Seeing
7th Level
  • Delayed Blast Fireball
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Forcecage
  • Plane Shift
  • Reverse Gravity
  • Sequester
  • Symbol
  • Teleport
8th Level
  • Abi-Dalzim’s Horrid Wilting
  • Antimagic Field
  • Control Weather
  • Demiplane
  • Earthquake
  • Incendiary Cloud
  • Power Word Stun
  • Sun Burst
9th Level
  • Astral Projection
  • Imprisonment
  • Power Word Heal
  • Power Word Kill
  • Time Stop
  • True Polymorph
  • Wish
 

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