Ritualist

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The Ritualist

An elven maiden paints a complex symbol on the back of her hand. As she completes the final line, the symbol glows and lightning sparks between her fingertips.

A man kneels among a circle of candles and runes, bowing as he chants an ancient prayer to a long-forgotten god. The ritual draws divine power to him, protecting him from evil.

A halfling girl hides behind a boulder and chuckles as she watches a greedy goblin snatch the bag of coins she trapped—and earn a fire bolt to the face.

Ritualists are masters of the arcane and occult, but in a different way than most spellcasters. They take advantage of sigils, ancient runes made by powerful beings to use as shortcuts in their own magic-weaving. Ritualists uncover these sigils in ancient tomes and deep dungeons, and by learning their exact shape and implementation, they don't need any permission to access the power of greater beings.

Leeching Greater Magic

When a being has extraordinary power but ordinary patience, they will often create sigils as a way of saving time. Sigils are drawn symbols which are mystically linked to a more sprawling set of traditional runes, allowing one to invoke the power of that larger runic circle with a single mark. Gods, devils, ancient dragons, powerful wizards, and other such beings will create sigils to give to their followers, quickly enchant or trap their lairs, and do other menial tasks. For all their practicality, sigils have one glaring weakness—security. Anyone with the right arcane knowledge can activate a sigil's magic, whether they have permission or not.

Ritualists take full advantage of this flaw. They dedicate their lives to hunting down sigils, finding them in the furthest corners of dusty libraries, the depths of ancient tombs, and branded on the bodies of powerful monsters they slay. Once they learn a sigil, they can draw it onto themselves and gain its benefits. Sigil-makers know that sigils are inherently insecure and rarely put very potent magic into them, but many ritualists continue to hunt for the few truly powerful sigils that are hidden away, closely guarded.

Steady and Precise

The careful copying of runes and keen attention to detail required for harnessing sigils translates well into the art of ritual spellcasting. Ritualists will often come across many religious, occult, and arcane rituals in their pursuit of sigils, and make sure to learn and memorize them. Rituals can't be cast on the fly like sigils can, but they do offer greater power and variety at the cost of speed.

Despite their vast knowledge of magic, ritualists are often unable to cast spells like a wizard can, unless they also pursue some alternate form of magical education. Sigils and rituals do little to exercise a ritualist's magical stamina, making it difficult for them to pull forth magic and cast spells in the heat of the moment without the help of a sigil.

Sigil Hunting Method

Ritualists are unified by their quest to find sigils, but not all go about this in the same way. Sigils are rare, and not something one can find in just any university library. Finding them requires either special access to more specialized sources of knowlege, or a drive to go out and find sigils in the wild, usually in ancient dungeons or in the hands of groups that serve extraplanar beings.

d6 Sigil Hunting Method
1 You are an archeologist or graverobber who finds ancient sigils carved onto the belongings of the dead.
2 Your arcane teacher was a ritualist who passed down their sigils to you.
3 You hunt cults, then gather their sigils to use against them.
4 A god or fiend you serve grants you sigils they created.
5 Trial and error. You draw every symbol you can think of onto yourself until one does something.
6 You collect arcane knowledge, and will pay good money for sigils that others discover.

Ritual Technique

While some verbal, somatic and material components are always necessary for a particular spell to be cast, the act of ritual casting often involves bringing in other components to supply the arcane energy that traditional spellcasting pulls from the caster's internal stores. There are thousands of ways to go about this, as varied as the mages who use them.

While wizards, druids, and other full spellcasters mostly use slight variations on traditional methods, each ritualist develops a rich and complex method of casting rituals that is all their own. Sometimes these methods allow the ritualist to achieve special effects that are otherwise impossible with rituals, such as in the case of circledancers. Otherwise, it's a matter of personal preference and a relic from where their ritualistic knowledge came from.

d6 Ritual Technique
1 Burning incense, casting stones, and drawing power from natural material components
2 Treating ritual as an artistic performance and incorporating beautiful melody, color, movement and form
3 Chants and repetitive motions use to get you in the right meditative frame of mind to spellcast
4 Drawing metaphysical geometry, such as circles, perfect polygons, and various runes. You've gotten very good at drawing perfect circles.
5 Long, complicated prayers that beseech various gods
6 Sinister, demonic rites filled with ominous chanting, bones, knives and blood

Spell Aversion

Many find it odd that ritualists, despite their deep understanding of the arcane, rarely have the ability to cast spells or cantrips in the usual way. Unless your character has multiclassed into another type of caster, they will be in this situation as well. Consider why they went down this kind of arcane path. Is it out of necessity, personal preference, or a matter of deeply-held beliefs?

d6 Spell Aversion
1 A traditional spellcasting school kicked you out, so you persue ritualism out of spite.
2 You have a speech impediment that makes verbal components difficult, unless you say them slowly.
3 You are a pacifist who believes spur of the moment spellcasting makes hurting people too easy.
4 You have little magical stamina. Even casting cantrips the traditional way exhausts you.
5 Once you were an accomplished wizard, but a curse sealed away your natural spellcasting abilities.
6 Your religion finds traditional spellcasting heretical. Only sigils and rituals are powered by and approved by your god.




Specializations

The ritualist class has a number of subclasses, which represent what form of non-spell slot spellcasting your character has specialized in.

Trap Layer. Places traps for enemies to fall into.

Bloodwriter. Uses their blood to power up their cantrips.

Runepriest. Ritually heals allies by expending their own hit dice.

Sigil Knight. Enchants a weapon and set of armor to bring into martial combat.

Circledancer. Casts rituals with dance, allowing them to cast some spells as rituals that others can't.

Spellscribe. Modifies spells and invents their own rituals.

Namekeeper. Uses true names to summon minions and manipulate others.

The Ritualist
Level Proficiency Bonus Features Sigils Known Prepared Sigils Spell Level
1st +2 Sigil Spellcasting, Sigil Burst Tome of Lore 6 4
2nd +2 Ritual Spellbook, Obscure Rituals 7 4 1st
3rd +2 Specialization, Dual Focus 8 4 2nd
4th +2 Ability Score Improvement 9 4 2nd
5th +3 Potent Sigils, Delay Ritual 10 5 3rd
6th +3 Obscure Rituals Improvement, Arcane Literacy 11 5 3rd
7th +3 Specialization Feature 12 5 4th
8th +3 Ability Score Improvement 13 5 4th
9th +4 Arcane Identification 14 6 5th
10th +4 Quick Rituals 15 6 5th
11th +4 Obscure Rituals Improvement, Specialization Feature 16 6 5th
12th +4 Ability Score Improvement 17 7 5th
13th +5 Invigorate Ritual 18 7 5th
14th +5 Runes of Power (1st Level) 19 7 5th
15th +5 Specialization Feature 20 8 5th
16th +5 Obscure Rituals Improvement 20 8 5th
17th +6 Runes of Power (2nd Level) 21 9 5th
18th +6 Ritual Detachment 21 9 5th
19th +6 Ability Score Improvement 22 10 5th
20th +6 Runes of Power (3rd Level) 22 10 5th

Creating a Ritualist

When creating a ritualist, you must consider what drew you down the path of sigil-seeking and non-traditional spellcasting. How did you first encounter magic, and why did you continue to study it from this unusual angle? Is there a particular rune of power you seek, a powerful entity you are studying, or a goal you hope your sigils will achieve? Are you more focused on gathering sigils or understanding rituals?

Also consider why you haven't dipped much into traditional spellcasting despite your deep arcane knowledge. Is it something you've always wanted to do but haven't had the aptitude for, or do you have little interest in casting spells on the fly? Finally there is the question of how you were called to adventure. The most common answers for ritualists is seeking more sigils, but perhaps your goals extend beyond that.

Quick Build

You can make a ritualist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background. Third, choose the following sigils: mage hand, light, prestidigitation, ray of frost, fire bolt, and shocking grasp.

Class Features

As a Ritualist, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) two daggers
  • (a) a scholar's pack or (b) an explorer's pack
  • (a) a component pouch or (b) an arcane focus
  • A spellbook

Sigil Spellcasting

You have studied mystical runes and sigils which can supply you with consistent, reliable magic power when you draw them onto your body.

Spellbook

At 1st level, you have a spellbook containing all of the sigils you know.

Sigils

Sigils are ancient runes of power which draw magic from otherworldly sources. You know a number of sigils based on your ritualist level. Each sigil represents a cantrip from the Ritualist spell list.

You learn new sigils as you level up, according to the ritualist class table.

Preparing Sigils

You have a number of sigils that you can place on your body at once, according to the prepared sigils column on the ritualist class table.

You can change your prepared sigils during a short or long rest. Preparing a new set of sigils requires 30 minutes of preparation, then time spent drawing the sigils onto your body: at least 1 minute for each sigil on your list.

Components

Casting a cantrip as a sigil does not require any material components, unless those components are consumed.

Spellcasting Ability

Intelligence is your spellcasting ability for your ritualist spells and sigils, since you learn them through dedicated study and memorization. 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 ritualist spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Sigil Burst

Not only can you cast sigils, you know how to pull more power out of them than one ordinarily can. When you cast a ritualist cantrip, you can choose to make it a sigil burst. When you do, you roll 1 additional damage die. This bonus increases to 2 additional dice at 5th level, 3 at 11th level, and 4 at 17th level.

If the cantrip deals no damage, there may be an alternate effect. A list of all sigil burst effects can be found at the end of the class description.

You can do a number of sigil bursts equal to your Intelligence modifier, a minimum of 1. You regain all uses of this ability when you finish a short or long rest.

Tome of Lore

As a researcher of esoteric powers, you own a reference manual on a particular topic that you have compiled. Choose one of the following topics for your tome: Arcana, History, Nature, or Religion. You are proficient in the skill associated with the tome.

There are three types of tomes of lore, with different levels of specificity. Choose the topic you want, and discuss with your DM which of these categories it falls into.

General. Contains surface-level encyclopedic knowledge on a very general topic. Works for every ability check for the skill you chose. Possible topics are Arcana, History, Nature, and Religion.

Specialized. Focuses on a certain topic that isn't extremely narrow, striking a balance between breadth and depth. Possible topics include a monster type (such as abberations or dragons), a historical era, the ecology of some type of environment (such as mountains or swamps), a god and the various organizations and traditions associated with them, etc.

Specific. Focuses on a very narrow topic, going into great depth at the expense of general utility. Possible topics include a specific monster (such as displacer beasts or red dragons), a historical figure, a narrow family of animals (such as felines), a particular cult to one god, etc.

While you have your tome of lore, when you fail a skill check to recall knowledge about the topic of your tome, you can spend 1 minute referencing it to find an answer. If the DC for recalling the information is equal to or less than automatic success value listed in the table below for your tome type, you find the information in your tome.

Tome Type Automatic Success
General 8 + your Intelligence modifier
Specialized 12 + your Intelligence modifier
Specific 15 + your Intelligence modifier

Ritual Spellbook

Starting at 2nd level, you can copy more advanced spells into your spellbook and recreate them as rituals.

Choose three 1st-level spells that have the ritual tag from any class's spell list (the three needn't be from the same list). You may also choose from any spells on the ritualist spell list, following the rules of your Obscure Rituals feature. The spells are in your spellbook, and you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means.

Each time you gain a ritualist level, you can add one ritual spell of your choice to your spellbook. The level of the spell must be equal to or less than the spell level list on the ritualist class table.

On your adventures, you can add other ritual spells from spellbooks or spell scrolls to your spellbook. When you find such a spell, you can add it to the book if the spell's level is equal to or less than the spell level listed on the ritualist class table, and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Obscure Rituals

Your exceptional skill in rituals allows you to cast spells through rituals that ordinary spellcasters can't. Spells on the ritualist spell list can be cast as rituals by you, and are available to add to your spellbook whenever you gain new spells. These spells have the following restrictions, which ordinary ritual spells do not have:

  • If a ritualist spell has a duration longer than instantaneous, you must wait until the spell has finished its duration or otherwise ended before you cast that same spell again as a ritual. If you begin to cast it again, the first use of the spell will end immediately.
  • A single creature, object, or area cannot be targeted by the effects of more than 1 ritualist spell at a time; for example, if you have cast shield of faith on a creature as a ritual, you may not also cast longstrider on them. If you cast a second ritualist spell on a creature or area before a spell it already has on it ends, the first spell is nullified and ends immediately.
  • You may only have two ritualist spells active at one time, even if they don't require concentration. A ritual counts as active if the duration has not ended, or if it has not ended early by some other means. If you cast a ritualist spell as a ritual while you have already reached your maximum, the oldest active ritual you have cast ends. Your maximum increases to 3 at 6th level, 4 at 11th level, and 5 at 16th level.
  • If a ritual summons or generates a creature in any way, it is counted as active until all creatures conjured by the spell are dismissed or destroyed. If it is forced to end, all creatures conjured by the spell are destroyed immediately.

Ritualist Specialty

Starting at 3rd level, you focus your ritualist practice into a more specialized field, either trap layer, blood writer, runepriest, sigil knight, circledancer, spellscribe, or namekeeper. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Dual Focus

At 3rd level, working with rituals has made you good with multitasking. You are able hold concentration on a spell and on casting a ritual at the same time. You cannot hold concentration on more than one spell that has already been cast.

Ability Score Increase

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.

Potent Sigils

Starting at 5th level, when you cast a ritualist cantrip that deals damage, add your Intelligence modifier to the damage. This bonus increases to 2 times your Intelligence modifier at 11th level and 3 times your Intelligence modifier at 17th level.

Delay Ritual

Additionally at 5th level, when you cast a spell as a ritual and complete the casting time, you can choose to delay the spell instead of casting it right away. You can delay 1 ritual at a time. Spells with a casting time of 1 minute or longer cannot be delayed. On your turn, if you have been delaying a ritual, you can spend your action to cast it. You can delay a ritual for up to 8 hours.

The number of rituals you can delay at a time increases to 2 at 11th level and 3 at 17th level.

Integrating Sigils into the World

Although sigils simply link to cantrips, their lore offers characters a much deeper connection to campaign setting than that. Each sigil is intertwined with the powerful, often extraplanar entity that created it, and holds a story behind its creation and use. Typically these stories involve a skilled magic user distributing a small piece of their power to many people who would not have magic otherwise. For example, a shocking grasp sigil could have been made by a court wizard commissioned by an emperor to outfit the imperial guard with offensive magic, while a friends sigil might have been given to cultists by an evil god to help them lure in victims for human sacrifice. With the help of your DM, consider how you acquired each of your sigils, and if there are any relevant stories behind them that you would know.

Also, your character may not be the only one with access to sigils. If your DM allows ritualists, they should consider adding ritualist NPCs into the world, and giving single sigils to members of organizations backed by powerful spellcasters or extraplanar beings. Mechanically, giving a creature like a cultist or thug a sigil means giving them a single cantrip that thematically fits their organization. Non-ritualists can rarely handle more than one sigil on them at a time.

Arcane Literacy

At 6th level, you have enough experience reading all sorts of magical texts to read most mystical cyphers easily. You may use any spell scroll, regardless of whether the spell is on the ritualist spell list. However, you may not copy spells from spell scrolls that are not on the ritualist spell list.

Arcane Identification

Beginning at 9th level, you are able to understand the rituals and spells that others use at a glance. Detect magic and identify are added to your spellbook, if you do not have them already. You may cast detect magic at-will.

Also, you have advantage on Intelligence (Arcana) and Intelligence (Religion) checks to identify the nature of spells, rituals, and magic items.

Quick Rituals

Starting at 10th level, you are able to work through rituals more quickly and efficiently. The additional time needed to cast a ritual spell is shortened from 10 minutes to 1 minute for you.

Invigorate Ritual

Starting at 13th level, you learn advanced techniques to siphon more power into your rituals. By spending extra time on a ritual, you can increase the level of the spell. The spell level increases by 1 for each additional 5 minutes you spend on the ritual, and cannot go above your maximum spell level as shown on the ritualist class table.

Runes of Power

Staring at 14th level, you begin to discover secret sigils which hold greater power than most. Choose one 1st level spell from the wizard spell list. That spell becomes a sigil for you, and does not count against your total number of sigils known. While you have this sigil prepared, you can cast that spell at 1st level at-will. Once you cast the spell, you must wait until 1 minute after the duration of the spell ends before you can cast it again. If the spell summons, creates, or animates one or more creatures, you cannot cast it until one minute after all the summoned creatures are killed or dismissed.

At 17th level, you may gain another sigil like this for a 2nd level spell. At 20th level, you gain another for a 3rd level spell.

Ritual Detachment

Starting at 18th level, you are able to detach your rituals from yourself, letting them persist without your concentration or management. When you cast a ritualist spell with a duration of 8 hours or more as a ritual, you may spend 10 additional minutes to detach it from yourself. This spell no longer counts against the number of active rituals you can sustain at a time. Also, you may cast another copy of this spell before the duration of the detached spell ends, although subsequent castings still count against your number of active rituals.

Once you use this ability, you cannot do it again until you finish a long rest.

Ritual Specialties

The world of runes, sigils and ritual is a complicated one, too complicated for any one individual to master. Ritualists will usually take on a specialty to focus their studies and craft on.

Trap Layer

Trap layers focus their studies on creating magical circuits which activate when certain conditions are met. Many of them create and maintain security systems for everything from castles to secret lairs, and their services are always in high demand.

Create Trap

Starting at 3rd level, you know the basics of laying magical traps, and can create them if given the space, time and materials.

Creating a trap takes 5 minutes per level of the spell put into it, plus any consumed material components. A trap using a cantrip takes 1 minute. You can choose any cantrip or ritualist spell you know or any spell from the trap layer spell table below to turn into a trap. The spell will be cast at its lowest level. You gain access to more spells as your ritualist level increases. You can lay a number of traps equal to your Intelligence modifier, a minimum of 1. You regain expended uses when you finish a long rest.

Ritualist Level Spells
3rd alarm, entangle, faerie fire, grease, magic missile
5th darkness, gust of wind, hold person, silence, web
7th bestow curse, dispel magic, fear, fireball, slow
9th banishment, black tentacles, confusion, ice storm, resilient sphere
11th cloudkill, contagion, flame strike, hold monster, insect plague

When you create a trap, you place it on a wall, floor, or other flat surface at least 5 feet by 5 feet in size which you can easily reach. If the surface is already enchanted in any way, the trap will not work. You also place a trigger, which can be a maximum of a 10 foot cube in size and must be within 30 feet of the trap. You can put it on a flat surface or a solid object, such as a doorknob. The trigger can be put in the same space as the trap.

The trap is subtle, but it can be found with a successful Intelligence (Investigation) check against your spell save DC. A detect magic or find traps spell automatically reveals your trap.

It can be disarmed with a successful Intelligence (Arcana) check against your spell save DC. When disarming your own traps, the DC is equal to 10 + the level of the spell, and you have advantage on the roll. A failed attempt to disarm triggers the trap. A dispel magic spell against your spell save DC can also disarm the trap, and a failure will not trigger it.

The trap activates when a creature physically interacts with the trigger in some way, such as stepping on it, grabbing it, or picking it up. When activated, the spell put into the trap is cast. If it targets one creature, it will target the creature who touched the trigger. The point of origin will be the trap (not the trigger). If the spell has a direction it should be cast in, you must choose the direction when you lay the trap. The spell uses your spell attack modifier and spell save DC. After the spell is finished, the trap becomes inert. An inert trap cannot activate again.

The trap loses its magic 24 hours after it is laid. You or another trap layer ritualist can extend the lifespan of a trap by spending 10 minutes maintaining it, which involves cleaning the area, redrawing any runes that have worn off, and checking for mechanical issues. A creature who is not a trap layer ritualist can attempt to maintain a trap by making an Intelligence (Arcana) check, with a DC equal to 10 + the level of the spell. If they succeed, the trap is maintained, and if they fail, the trap breaks and becomes inert. If they score an 8 or lower, the trap activates. If a trap has not been maintained in the last 24 hours, it becomes inert.

Trap Expert

Additionally at 3rd level, your understanding of traps helps you spot and disarm traps laid by other people. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to spot traps. You also have advantage on Intelligence (Arcana) checks to identify and disarm magical traps.

Quick Traps

At 7th level, you are able to lay simple traps on the fly. As an action, you may lay a trap containing a sigil you have prepared on any surface you are adjacent to. The trigger must be on the same space as the trap. This does not count against the number of traps you can lay per day. The trap becomes inert after one round and cannot be maintained.

Advanced Triggers

Beginning at 11th level, you gain more fine control over your trap's triggers.

  • Your touch-based triggers can be a maximum of a 20 foot cube in size.
  • You can make a trap activated by a command word. The command word must be said within 30 feet of the trigger to activate.
  • You can make a trap that activates on a time. When you set the trap, choose a time within the next 24 hours when it will activate. Once you pick a time, you cannot change it.
  • When you set up a trap with a touch-based trigger, you may choose up to 5 creatures to exclude from the trap. An excluded creature can touch and handle the trigger without setting off the trap. They might still activate the trap if they fail a check to disarm or maintain it.

Sturdy Traps

Starting at 15th level, your traps no longer have to be maintained in order to stay active. They only become inert if they are triggered or disarmed.

Blood Writer

Sigil on their own are weak, but some have found a way to empower them with special techniques involving the use of their own blood. Blood writers, also known as hemographers, use the magic that their own body generates to amplify their sigils at the cost of their health.

Hemographic Sigils

At 3rd level, you discover that writing sigils in your own blood can make them stronger. When you prepare a sigil, you may reduce your hit point maximum by 1d4 to make it a hemographic sigil. Hemographic sigils deal an additional 1d4 damage of the same damage type as the cantrip on a hit. When you use Sigil Burst with a hemographic sigil, double the extra damage die you roll. You may do this with a number of sigils equal to your Constitution modifier, a minimum of 1. Your hit point maximum returns to normal when you finish a long rest.

At higher levels, the potency of your hemographic sigils increases. The die for both the damage you take and the additional damage added to your hemographic sigils increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

Patching Up

Additionally at 3rd level, drawing your own blood so often has made you good at bandaging wounds. You are proficient in the Medicine skill, and you may use Intelligence instead of Wisdom when you make a Medicine check.

Scarificaftion

At 7th level, you learn how to carve a sigil into your body permanently. Choose 1 sigil that you know. That sigil is always prepared and no longer counts against the number of sigils you have prepared. It always counts as a hemographic sigil, without having to reduce your hit point maximum.

Bloodrush

Starting at 11th level, you may cast any hemographic sigil with a casting time of 1 action as a bonus action. When it is cast this way, it does not gain the benefit of your potent sigils feature or extra damage from your hemographic sigils feature.

You may use this feature a number of times equal to your Constitution modifier, a minimum of 1. You regain expended uses when you finish a long rest.

Arcane Transfusion

Beginning at 15th level, the blood of your enemies empowers your sigils further. Whenever you reduce an enemy to 0 hit points, all of your sigils become hemographic sigils until the end of your next turn. In addition, on your next turn, you gain the benefit of your bloodrush feature without expending a use of it.

Runepriest

Runepriests are theologians and religious leaders who don't have the connection to the gods that clerics do, but still tap into divine power using rituals and holy sigils from their faith. Dedicated religious leaders who were never chosen by their god to be a true cleric will often go down the path of the runepriest so that they may heal the sick and give real holy blessings.

Shared Healing

When you choose this specialty at 3rd level, the divine rituals you regularly practice accelerate healing in both yourself and others. Your ritualist hit dice become 1d10. This increase does not impact the maximum hit points you have or gain at higher levels. You regain all of your ritualist hit dice when you finish a long rest.

When you heal, you are able to include someone else in the ritual. If you expend one or more ritualist hit dice during a short rest to heal yourself, you may heal one other creature that you touch that same amount. You may also choose to exclude yourself from the healing ritual in order to give two creatures this benefit. When you do, you recover no hit points from your expended hit dice.

You are also able to do limited healing faster. As an action, you may expend any number of ritualist hit dice to heal any creature within 30 feet of you by that amount.

Blessing of Good Health

Additionally at 3rd level, you have undergone ceremonies that protect your body from internal harm. You have advantage on saving throws against poison and disease.

Divine Ceremonies

Starting at 7th level, you may cast lesser restoration and remove curse as rituals. You also know the sacred flame cantrip as a sigil, and it does not count against your number of sigils known.

At 9th level, you may cast greater restoration as a ritual. The casting time for this spell for you is 1 hour.

Protective Blessing

Starting at 11th level, as an action, you may write a holy sigil of blessing onto a willing creature. A creature with this sigil has advantage on all Wisdom saving throws, is immune to poison and disease, becomes resistant to poison and necrotic damage, and cannot be possessed. If a creature you put this blessing onto is already poisoned, diseased, or possessed, that condition is suppressed until the sigil is removed. The holy sigil fades after 1 hour, but may be removed earlier at will by the creature with the sigil.

You may use this feature a number of times equal to your Intelligence modifier, a minimum of 1. You regain expended uses when you finish a long rest.

Well of Healing

At 15th level, you are able to expertly call on the power of the divine, giving you more energy to heal your allies with. If you begin a short rest and have 0 ritualist hit dice remaining, you regain a number of ritualist hit dice equal to your Intelligence modifier, a minimum of 1. Once you use this ability, you may not use it again until you finish a long rest.

Sigil Knight

Some ritualists, after spending countless hours learning of the great forces of good and evil that fuel the sigils they wield, find themselves wanting to fight honorably for the causes and gods they believe in like a chivalrous knight or paladin would. However, they often lack the physical strength and martial training to take up arms in the same way. They compensate by using their arcane knowledge to infuse weapons and armor with personalized enchantments, and then let their magic carry them in martial combat.

Enchanted Armaments

At 3rd level, you acquire or finish working on a weapon and a set of armor which are primed to hold magical enchantments. The weapon can be any simple or martial melee weapon, and the armor may padded, leather, hide, chain shirt, or scale mail. You become proficient with that weapon and with medium armor.

The weapon comes with a few base enchantments. All attacks with your enchanted weapon count as magical for the purposes of calculating resistance. You can use your weapon as an arcane focus for Ritualist spells. In addition, you have a +1 bonus to hit with that weapon. This bonus increases to +2 at 10th level and +3 at 15th level. The armor is also enchanted to have a +1 bonus to AC.

Your weapon and set of armor resonate specifically with you, and none of its magical properties will work if someone else wields it. This weapon does count against the number of magical items you can have attuned to yourself.

If your enchanted weapon or enchanted armor is lost or destroyed, or if you want to change your enchanted armaments, you will be able to prime a new weapon or armor set for enchanting in a special ritual. If it is a weapon or type of armor you are proficient in, the process takes 1 hour. Otherwise, the ritual takes 8 hours, and causes you to lose your proficiency with your previous weapon (unless you have proficiency from a different source) and gain proficiency with your new weapon.

You may enchant weapons and armor that are already magic this way, unless the magic item is sentient or an artifact. If the magic item gives you a bonus on attack rolls, it does not stack with the attack bonus you gain from this feature.

Artisan's Experience

Additionally at 3rd level, working with weapons and armor has taught you how to work with them in mundane ways as well as magical. You become proficient in leatherworker's tools, smith's tools, and woodcarver's tools.

Extra Attack

Beginning at 7th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Weapon Runes

At 7th level, you learn special runes made to enchant weaponry. Choose two of the runes listed below to learn. During a long rest, you can draw one of these runes onto your enchanted weapon, which gives an effect that last until your next long rest. The number of runes you can draw on your weapon at once increases to 2 at 11th level and 3 at 17th level. You learn 2 more runes of your choice at 10th and 14th level.

Rune of Brutality. When you roll a 19 or 20 on an attack with this weapon, it counts as a critical hit.

Rune of Elemental Power. Choose one of the following damage types: acid, cold, fire, lightning, poison, thunder. When you attack with this weapon, you may spend your bonus action to deal an addition 1d4 damage of the chosen damage type.

Rune of Grace. The weapon gains the finesse property. If the weapon has the heavy property, it does not gain the finesse property but does lose the heavy property.

Rune of Holy Light. When you hit a fiend or undead creature, your weapon does an additional 1d8 radiant damage.

Rune of Infusion. You may spend your bonus action to infuse your weapon with a damage-dealing cantrip that you know and have prepared. The next time you hit a creature with this weapon, the damage type becomes the same damage type as the cantrip. You may choose whether to use the damage die of your weapon or the cantrip. If you choose the damage die of the cantrip, you only roll 1 damage die regardless of your level, and you do not gain any extra damage from your Potent Sigils ability. The target creature also suffers from any additional effects of the cantrip that would happen to them if they were hit by it or failed a saving throw against it.

Rune of Storage. You are able to store this weapon in extradimensional space. As an action you may summon your weapon to your hand or, if you are holding it, cause it to vanish without a trace. If your weapon is more than 30 feet away from you for more than 1 hour, it vanishes to its storage place, and you may summon it to your hand again.

Armor Runes

At 11th level, you finally learn to enchant armor with a more complex rune system. You may now prime any type of armor for enchantment. The AC bonus given by your armor increases to +2. In addition, choose one of the following enchantments to add to your enchanted armor.

Rune of Air. Your armor does not impose disadvantage on stealth checks, and does not have a strength requirement.

Rune of Hardness. While you're wearing this armor, any critical hit against you becomes a normal hit.

Rune of Majesty. While you're wearing this armor, you are proficient in the Persuasion skill, and add double your proficiency bonus to all Charisma (Persuasion) checks.

Rune of Resistance. Choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, radiant, thunder. While you are wearing this armor, you are resistant to damage of that type.

Rune of Speed. Your speed increases by 15 feet while wearing this armor.

Rune of Terror. While you're wearing this armor, you are proficient in the Intimidation skill, and add double your proficiency bonus to all Charisma (Intimidation) checks.

Advanced Enchanting

Starting at 15th level, you are skilled enough with enchanting that you can write working runes onto unprimed weapons. During a long rest, you can take 10 minutes to write any weapon rune you know onto a weapon that isn't your enchanted weapon. All attacks with that weapon become magical, and the weapon gains the benefit associated with that rune.

Because the weapon isn't prepared properly to hold an enchantment, the magic will fade after 8 hours. You cannot write more than 1 rune onto a single weapon at a time.

Circledancer

Circledancers are practitioners of a rare form of spellcasting that focuses exclusively on somatic components. By moving their bodies in precise ways that look similar to dance routines, they can manipulate the weave of magic without accessing an internal magic reserve of their own. It takes time and unmatched precision to cast this way, but it allows the user to cast certain spells as rituals that more traditional ritualists could never figure out.

Circledancing Style

At 3rd level, you learn how to cast rituals through dance. If you cast a ritual in this way, it requires no verbal or material components, unless those materials are consumed, but it always requires somatic components. You may not cast a spell this way if your movement speed is 0.

Casting a ritual spell this way takes your bonus action on each turn for the casting time instead of your action. On the last turn when you are activating the effects of the spell, casting it takes your action.

You have also studied a particular style of ritual dance which has direct ties to magic. Choose one of the following dance styles. The spells from its table are added to the ritual spell list for you, and you can learn them as rituals.

Devil's Tango

You know dark dances which were choreographed in the fires of hell. They are as lively and intense as an uncontrolled blaze, and inspire dark thoughts in all that witness them. It can be done solo, but works best with a partner. Be warned, the less experienced dancer in a duet may come out corrupted.

Ritualist Level Spells
3rd bane, burning hands, heat metal, crown of madness
5th fireball, summon lesser demons
7th fire shield, phantasmal killer
9th infernal calling, enervation
Feywild Waltz

You have learned the ballroom dances performed in the faerie courts of the feywild. The steps are laced with magical illusion and trickery, which the fey use to keep their dances interesting.

Ritualist Level Spells
3rd faerie fire, tasha's hideous laughter, mirror image, misty step
5th blink, major image
7th confusion, polymorph
9th dream, mislead
Fox's Trot

Your dances channel the power of nature and all of its creatures. Each move is inspired by a different beast totem. These dances are often used in druidic rituals where dancers will dress up in costumes and reenact primal scenes of creation, life and death though performance.

Ritualist Level Spells
3rd beast bond, entangle, moonbeam, spike growth
5th conjure animals, plant growth
7th dominate beast, giant insect
9th awaken, tree stride
Giant's War Dance

Loud, aggressive and primal, the war dances of the giants are designed to empower allies and terrify enemies. They are most often seen being performed by armies of giants, ogres, or other giant-kin before charging into battle. The dance involves stomping, roaring chants, and pounding one's own chest, arms, and legs.

Ritualist
Level
Spells
3rd cause fear, heroism, spiritual weapon, enhance ability
5th fear, enemies abound
7th death ward, staggering smite
9th circle of power, skill empowerment
Succubus Sway

This dance style uses sensual, provocative movements to distract and manipulate onlookers. It was designed by incubi and succubi to lure in their victims.

Ritualist Level Spells
3rd charm person, command, enthrall, suggestion
5th hypnotic pattern, vampiric touch
7th charm monster, compulsion
9th dominate person, geas
Thunderstep

This forceful dance uses complex footwork to summon the elemental power of storms. The upper body is rarely used. Thunderstep is as auditory as it is visual; the rapid tapping of their feet creates the sound of pattering rain, punctuated by the booming thunder of louder stomping.

Ritualist Level Spells
3rd earth tremor, thunderwave, gust of wind, shatter
5th call lightning, thunder step
7th control water, storm sphere
9th destructive wave, maelstrom

Dance Training

Additionally at 3rd level, your experience with dance is not only limited to magical dances. You gain proficiency in the Performance skill and the Acrobatics skill.

It Takes Two

At 7th level, you can bring a partner into your ritual dances. The target creature must have an intelligence of 4 or higher and be within 5 feet of you, and must dance with you for the entire casting time of the ritual. The creature must be willing to dance with you, but does not need to know that your dancing is a means of casting a spell. The target can determine that you're casting a spell with a Intelligence check against your spell save DC.

At the end of the casting time, you can activate one of the following effects:

Disarming Dance. You prime your dance partner to be susceptible to your magic through your dance. You cast the spell, and the target creature has disadvantage on their first saving throw against it. If the spell involves a spell attack roll, you have advantage on your first spell attack against it instead.

Instructive Dance. You attempt to pass on the ritual magic to your dance partner. Both you and the target creature make a Charisma (Performance) check, with a DC equal to 10 + the level of the spell. If you succeed on your check, the target creature has advantage on theirs. If the target creature succeeds on their Charisma (Performance) check, then it is infused with the ritual spell you chose. For the next 8 hours, the creature may cast the chosen spell, using your spell attack modifier and spell save DC. Once they cast the spell, this effect ends and they cannot cast it again.

Once you use this ability, you may not use it again until you finish a long rest.

Dance Around Danger

At 11th level, your expert control over your body gives you a number of benefits.

  • You are proficient in Dexterity saving throws.
  • Your speed increases by 10 feet.
  • When you succeed on a Dexterity saving throw and would take half damage, you take no damage instead.
  • Opportunity attacks against you have disadvantage.

Expanded Repertoire

At 15th level, you have studied more styles of dance. You gain one more dancing style, and add 4 spells from that style to your ritualist spellbook.

Spellscribe

To many ritualists, the pursuit of sigils and the practice of ritual spellcasting are two distinct parts of their practice, but to you they are two halves of the same puzzle that dominates your mind—decoding the secrets of arcane writing and how spell components create spells. You are not content with simply knowing rituals and sigils, you want to know why they work how they do. You have spent a long time studying runes, sigils, and verbal, somatic, and material spell components, documenting what effects each component has on magic and how those effects build into full spells. This knowledge allows you to customize your rituals and convert exceptionally powerful and complex spells into ritual form.

Ritual Fusion

At 3rd level, you know enough about ritual components to weave two spells together into a single stable ritual. When you do, choose two ritualist spells of 1st level or higher you know to combine. You can choose two spells with a range of self, two with a range of touch, or one with a range of touch plus one with a range of self. You may instead choose two with longer ranges if their area of effect has the same shape. A spell that only specifies a radius of effect counts as a sphere shape. The combined spell level of these spells cannot be greater than your maximum spell level according to the Ritualist table.

The properties of the new spell are as follows:

Level. The spell level is equal to the levels of the two spells added together.

Range. The range is equal to the shortest range spell used in the fusion. A range of self is considered a shorter range than a range of touch.

Number of Targets. The number of targets for a spell is equal to the spell in the fusion with the lowest number of targets. For example, if one spell targeted all creatures in a 30 foot radius but the other spell could only target 1 creature in that radius, the combined spell will only target 1 creature.

Willingness. If either spell specifies that the target must be willing, the target of the new spell must be willing.

Components. The combined spell requires all the verbal, somatic, and material components of both spells.

Casting Time. The casting time is equal to the longest casting time of the two spells.

Duration. The maximum duration is equal to the shortest maximum duration of the two spells, plus 10 minutes for casting as a ritual.

Concentration. If one or both of the spells require concentration, the combined spell will require concentration.

Effect. All effects of both spells apply to the target creatures or the target area.

Saving Throws. If one of the spells requires a saving throw, the results of the saving throw only apply to the effects associated with that spell. If both spells require a saving throw, the creature will make both saving throws.

Special Circumstances. All special restrictions on both the spells, such as only being able to target certain creature types or ending early when certain conditions are met, apply to the combined spell. If two special restrictions are contradictory (for example, if one spell cannot target humanoids and the other can only target humanoids), the combined spell does nothing.

Obscure Rituals. If one or both of the spells are obscure rituals, the combined spell will be an obscure ritual and will be subject to the same restrictions.

If there is anything unclear about how the two spells should interact when combined, the behavior of the spell will be up to the DM. Once you fuse a spell, you may not do so again until you finish a long rest.

Arcane Tongues

Additionally at 3rd level, you have studied a number of exotic languages to help you better understand magical utterances and writing. You gain proficiency in three of the following languages: Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, and Sylvan.

For the languages you do not choose, you still have passing familiarity with them, even if you aren't fluent. When you hear or read any of the above languages that you are not familiar with, you may make a DC 15 Intelligence check. If you succeed, you gain a basic understanding of what is being said, although you may miss finer details.

Customize Sigils

Beginning at 7th level, you know how to add modification runes to your sigils in order to change their properties. When you write a sigil onto your body, you may choose one of the modifications to make to it:

  • The damage type changes to any damage type of your choice, except for force damage.
  • If the spell originally requires a saving throw, it now requires a spell attack roll instead. You cannot use this on an area of effect spell.
  • If the spell originally requires a spell attack roll, it now requires a saving throw of your choice.
  • If they spell originally requires a saving throw, you may change it to a different type of saving throw.

The modification you choose lasts until you remove the sigil. You may not use the original version of the sigil while it is modified. You may modify a number of sigils equal to your Intelligence modifier, a minimum of 1.

Customize Rituals

Beginning at 11th level, you are able to modify almost every ritual you perform. Whenever you cast a ritual, choose one of the following benefits to gain.

Budget Ritual. The cost of any material component needed to cast the spell is halved.

Empowered Ritual. The spell is cast at 1 level higher than it would have been, up to 6th level.

Generous Ritual. If the spell has a range of self, you may cast it on another willing creature.

Radiating Ritual. The range of the spell is doubled.

Rushed Ritual. The casting time of the ritual, including the time added by ritual casting, is halved.

Stretched Ritual. If the spell has a maximum duration of at least 1 minute, the duration increases to the next longest duration in the following list: 1 minute, 10 minutes, 1 hour, 8 hours, 24 hours, 7 days, 10 days, 30 days.

Self-Authored Ritual

Starting at 15th level, after countless long hours of study and expermentation, you have finally converted a spell formerly impossible in ritual form into a ritual. Choose any spell from the Wizard spell list up to 8th level that is not a ritual and is not on the Ritualist spell list. You may cast it as a ritual once per day. It counts as an obscure ritual and follows the same restrictions.

Namekeeper

Namekeeper ritualists have discovered the power of true names, series of sounds which metaphysically resonate with a particular creature. Uttering a creature's true name gives a caster unprecidented power over them, and can be used to override their free will entirely. It is among one of the most forbidden arcane techniques—celestials and fiends alike fear the power that their true names can give mortals over them, so they have done everything in their power to hide this knowledge from the world. Still, some dedicated ritualists have uncovered this secret art and use it to bring lesser creatures—and sometimes greater beings—under their command.

Soul Lexicon

Starting at 3rd level, you have discovered the true names of servant creatures who once sold their names to powerful beings, and you can use those names to call those creatures to your side and compel them to aid you. Choose 3 creatures with a challenge rating of 1/4 or lower. Their true names are added to your soul lexicon. The creatures must be of medium size or smaller and cannot be humanoid or a swarm. The DM decides the origin, backstory, and personality of these creatures.

You add the find familiar spell to your spellbook, if you do not have it already. When you cast this spell, you can choose to summon one creature in your soul lexicon instead of your regular familiar. It retains its original creature type, but otherwise follows the rules of a familiar. This creature is independent of your other familiar forms, and does not share memories with other creatures in your soul lexicon. If you cast the spell when you already have a familiar and you choose a creature from your lexicon, your current familiar is replaced with a new being instead of its form changing.

During a long rest, you can cast find familiar once without expending any material components to summon a creature from your soul lexicon.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its reaction.

You can add another creature to your soul lexicon at every odd level (5th, 7th, 9th, etc). The maximum challenge rating for creatures you can choose increases to 1/2 at 7th level and 1 at 13th level.

Truespeak

True names are often impossible for humanoids to pronounce, but you have found a magical way to augment your voice and pronounce any true name. At 3rd level, when you speak, you can perfectly mimic any sound you have heard or can imagine.

Also, you can read and write in truescript, a complex written script that can be used to record any sound in perfect detail, making it perfect for preserving true names. You can perfectly recreate any sound or sequences of sounds that are transcribed in truescript.

Coordinating Commands

At 7th level, instead of forgoing your Attack action, you can spend your bonus action to allow your familiar to make one attack of its own with its reaction.

Uncover Name

At 11th level, you learn a ritual that allows you to discover the true name of any creature. The ritual takes 1 hour, and requires 300 gp worth of materials and a piece of the target creature's body, such as a vial of blood or a lock of hair, all of which is consumed. If the target creature is within 5 feet of you and willing, you may forgo the material components. The target makes a Charisma saving throw against your spell save DC. It can choose to fail the save.

If the target fails, you learn its true name. If it succeeds, you cannot attempt to learn its true name again for 7 days.

Knowing a creature's true name gives you a number of benefits. You can cast locate creature on the creature as a ritual. You can also cast the geas spell on the creature, with a casting time of 1 action, once per day. Once you use geas against a creature, you must make an Intelligence saving throw (DC = 10 + the creature's challenge rating, rounded up). If you fail, you forget the true name.

If the creature meets the requirements of your Soul Lexicon feature, you may summon them as a familiar. If they die as your familiar, they die permanently.

You may remember a number of true names equal to your Intelligence modifier, a minimum of 1, in this way. If you learn a true name while you are already at your maximum, you must choose a true name you know to forget.

Name of the Planes

Starting at 15th level, you have learned the true names of many powerful extraplanar beings, and you can invoke them to call upon favors. You can cast planar ally as a ritual. Any cost that you and the summoned creature agree upon is halved.

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Guidance
  • Gust
  • Infestation
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Resistance
  • Shape Water
  • Shocking Grasp
  • Spare the Dying
  • Sword Burst
  • Thaumaturgy
  • Thorn Whip
  • Thunderclap
  • Toll the Dead
  • True Strike
  • Vicious Mockery
1st Level
  • Detect Evil and Good
  • Disguise Self
  • Expeditious Retreat
  • Fog Cloud
  • Longstrider
  • Protection from Evil and Good
  • Shield of Faith
  • Silent Image
2nd Level
  • Alter Self
  • Arcane Lock
  • Barkskin
  • Calm Emotions
  • Continual Flame
  • Darkvision
  • Levitate
  • Protection from Poison
  • Warding Bond
3rd Level
  • Daylight
  • Magic Circle
  • Nondetection
  • Plant Growth
  • Protection from Energy
  • Tongues
4th Level
  • Banishment
  • Control Water
  • Death Ward
  • Fabricate
  • Freedom of Movement
  • Hallucinatory Terrain
  • Mordenkainen's Private Sanctum
  • Stoneskin
5th Level
  • Control Winds
  • Dream
  • Hallow
  • Rary's Telepathic Bond
  • Seeming
  • Teleportation Circle













































Sigil Bursts

The following are the effects that a sigil burst has on spells that don't deal damage.

Blade Ward

You may cast this spell as a bonus action.

Control Flames

You may target a flame that fits within a 15 foot cube.

Dancing Lights

The lights from this spell shed 15 feet of bright light and 15 feet of dim light.

Friends

The target creature does not realize it was magically affected when the spell ends.

Guidance

The target adds 2d4 to their ability check or attack roll instead of 1d4.

Gust

If you target a creature, it has disadvantage on its Strength saving throw against this spell.

If you target an object, that object can be up to 10 lbs and can be pushed up to 20 feet away.

Light

When you cast thing spell, you may attempt to blind a creature with the sudden bright light. One creature within 5 feet of you makes a Constitution saving throw. If they fail, they are blinded until the start of your next turn.

Mage Hand

The hand you create can lift up to 30 lbs.

Mending

You may mend damage on an object as large as a 5 foot cube.

Message

The range of this spell increases to 300 feet.

Minor Illusion

Visual illusions you create with this spell may occupy up to a 15 foot cube.

Mold Earth

You may control earth in up to a 30 foot cube.

Prestidigitation

You create 3 effects with this spell at once. It counts as only 1 casting of this spell.

Resistance

The target adds 2d4 to their saving throw instead of 1d4.

Shape Water

You may manipulate water in up to a 15 foot cube.

Spare the Dying

The target creature is revived with 1 hit point.

Thaumaturgy

You create 3 effects with this spell at once. It counts as only 1 casting of this spell.

True Strike

You may cast this spell as a bonus action.





Art Credit

Cover image by Alexei Konev on ArtStation

Page 2 Ritualist by Boscopenciller on Deviantart

Page 4 Ritual art by Solfour on Deviantart

Magic circle graphic by Namidragon on Deviantart

Blood writer image by Tatiana Danilenko on Artstation

Page 7 Varisian Tattooed Sorcerer from Pathfinder

Page 9 runes from Dungeon Hunter 5

Page 10 sword #1 from Skyrim

Page 10 watercolor from iStock

Page 11 circledanger image by Noa Ikeda on ArtStation

Page 14 namekeeper image by Paolo Puggioni on ArtStation

Other images currently unknown (will add credit once artists are found)

 

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