Sigilant Class

by rsquared

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The Sigilant

The Sigilant

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

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

A plate-clad warrior roars a challenge, his armor sparking, the air stinking of ozone. He swings recklessly through a massed pack of hobgoblins, fearlessly allowing his defensive magicks to protect his body while his all-out offense carves a path of blood, lightning, and pain.

These are the Sigilants, masters of the synchronized sword and spell, who focus arcane study into weapons of war. Their spellstrikes carry the searing flame, the burning frost, the sting of acid, and the shock of lightning.

The Arma Arcana

Spellsword. Duskblade. Eldritch Knight. Magus. Common terms, used for any style of warrior who mixes arcane study with martial prowess. The Sigilant is different. Where other warriors cast their spells and swing their swords separately, the Sigilant's every strike contains punishing magical energy focused into a razor's edge.

Derived from the rune magics of the Giants and Dwarves, or perhaps the rune scribes of ancient times, their hallmark is the arcane sigil. The sigil is a vicious brand laid upon the Sigilant's enemies, ready to explode in a shower of elemental energy when struck with a weapon. Their study of the bellicose applications for magicks leaves little room for other studies, though a Sigilant often learns a few spells for life outside of battle.

Sigilants call their art the Arma Arcana: their skill is in binding elemental forces to the physical plane in a delicate web of magic, a technique that requires expert memorization and wit to form and hold the sigil. As a Sigilant improves in skill, they learn to bind more sigils at once, with devastating results when unleashed with a weapon strike or in a torrent of evocation magic.

Class Features

As a Sigilant, you gain the following class features:

Hit Points


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

Proficiencies


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

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

Equipment

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

  • - (a) a martial weapon and a shield or (b) two weapons
  • - (a) a chain shirt or (b) leather armor
  • - (a) five javelins or (b) a longbow and 20 arrows
  • - (a) a scholar's pack or (b) a dungeoneer’s pack

Multiclassing

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

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The Sigilant
Level Proficiency Bonus Features Spellstrike
Runes
1st 2nd 3rd 4th 5th
1st +2 Spellstrike, Student of Writ 3
2nd +2 Arcane Edge, Evocant Sigil, Spellcasting 3 2
3rd +2 Bladecasting, Ordo Arcana 4 3
4th +2 Ability Score Increase 4 3
5th +3 Extra Attack 4 4 2
6th +3 Abjurant Sigil, Ritual Casting 4 4 2
7th +3 Order Feature 5 4 3
8th +3 Ability Score Increase, Necrant Sigil 5 4 3
9th +4 5 4 3 2
10th +4 Conjurant Circle 5 4 3 2
11th +4 Elemental Escalation 5 4 3 3
12th +4 Ability Score Increase 5 4 3 3
13th +5 5 4 3 3 1
14th +5 Mixed Magical Arts 5 4 3 3 1
15th +5 Order Feature 5 4 3 3 2
16th +5 Ability Score Increase 5 4 3 3 2
17th +6 5 4 3 3 3 1
18th +6 Divinant Mastery 5 4 3 3 3 1
19th +6 Ability Score Increase 5 4 3 3 3 2
20th +6 Martial Maelstrom 5 4 3 3 3 2

Spellstrike

You learn how to write glyphs of arcane power that infuse weapons with magical effects, represented by a pool of runes that replenish at the end of a short or long rest. The number of runes you have is shown on the Sigilant table above. Your rune dice are d8s, which turn into to d10s at level 18.

As a bonus action, you empower a melee weapon you are wielding with one or more runes from your pool, choosing a Spellstrike type from the following elements: fire, lightning, cold or acid.

The Spellstrike ends when it has zero runes, when you stop wielding the weapon, or when you finish a short or long rest; excess runes are lost. Creating a new Spellstrike ends an existing one. You can add runes to your Spellstrike or return runes to your pool with a bonus action.

When you hit a creature with your Spellstrike weapon, you can use a bonus action and expend a rune to inflict the Spellstrike's Transmutation effect. A creature that is immune to a damage type is immune to that Spellstrike.

When a Spellstrike requires a saving throw, use your Sigilant spell save DC.

  • Acid: Corrosion. The target must make a Constitution saving throw or its AC is reduced by 1 as armor is damaged or natural armor is weakened. A creature cannot have its AC reduced more than once by this effect. This AC is restored when it receives magical healing equal to your rune die size or repairs worn armor as an action.
  • Cold: Shatter. A shower of razor-sharp ice blasts through the target. Any creatures in a 15' cone emanating from you through the target must make a Dexterity saving throw. They take your rune die in cold damage on a failed save and half as much damage on a successful one.
  • Fire: Ignition. The target takes your rune die in fire damage and must make a Dexterity saving throw or begin to burn for one minute. At the end of each of its turns, it takes your rune die in fire damage, ending when it is doused or spends its action to extinguish the flames.
  • Lightning: Shock. The target takes your rune die in lightning damage, and must make a Constitution saving throw or make its next attack roll at disadvantage. This effect ends at the end of its next turn.

In addition, whenever you cast a spell containing the word "Smite" while wielding a Spellstrike weapon, the spell damage is dealt in the Spellstrike's type.

Student of Writ

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

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

Arcane Edge

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

The first time in a turn that you hit a creature with your Spellstrike weapon, you deal additional elemental damage equal to your Intelligence modifier.

Choose one of the following options:

  • Arcane Aegis. While you are not wearing heavy armor or wielding a shield, you can add half your Intelligence modifier to your Armor Class (rounded down).
  • Arcane Agility. When you engage in two-weapon fighting, you make the additional attack as part of the Attack action, instead of as a bonus action, and you use your Intelligence modifier for the attack roll. You can't make a weapon attack as part of a bonus action on the same turn you engage in two-weapon fighting.
  • Arcane Assault. You can use Intelligence instead of Strength or Dexterity for your weapon attack rolls. When you do so, your damage rolls still use the original modifier.

Evocant Sigil

At 2nd level, you have learned to temporarily seal vicious magical energies into other creatures in the form of sigils. Choose an elemental damage type for your sigils: fire, cold, lightning or acid. You can change the damage type of your sigils at the end of a short or long rest. Your Spellstrikes need not be the same damage type as your sigils.

As a bonus action, you can expend a spell slot to place a sigil on one or more creatures within 30 feet. The number of sigils you can place with this action is given on the Sigil table below. The range of your sigils increases to 45 feet at level 9, and 60 feet at level 17.

Sigils per Spell Slot Level

Spell Slot
Level
Number
of Sigils
1 2
2 3
3 5
4 6
5 8

Only one sigil can affect a creature at one time (sigils without a valid target are lost), and you can only utilize your own sigil-marks for the purpose of spells that affect a sigil.

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

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

If all of the triggering damage is the same type as the sigil, the sigil resonates and deals additional damage equal to your Intelligence modifier.

Sigils dissipate and are removed if not burst in one minute, or on the death of the sigil-marked creature. You can remove a sigil at will. A removed sigil deals no damage.

Spellcasting

By 2nd level, you have learned to manipulate the intricacies of arcane magic to cast spells.

Spell Slots

The Sigilant table shows how many spell slots you have to cast your Sigilant spells of 1st level and higher. To cast one of your spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher

You know a maximum number of Sigilant spells equal to your Intelligence modifier + half your Sigilant level, rounded down (minimum of one spell).

Whenever you gain a level in this class, you can add spells to your list if you have fewer than your new maximum. You can also replace one of the Sigilant spells you know with another spell of your choice from the Sigilant spell list. These spells must be of a level for which you have spell slots.

Spellcasting Ability

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

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Spell attack modifier = your proficiency bonus + your Intelligence modifier
  • Spellcasting Focus: You can use a simple or martial weapon as a spellcasting focus for your Sigilant spells.

Bladecasting

At 3rd level, you efficiently deploy your sigils. When you use your Evocant Sigil, you can create a new Spellstrike, or change a Spellstrike's type, using the same bonus action.

Ordo Arcana

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

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

Ability Score Improvement

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

Extra Attack

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

Abjurant Sigil

Starting at 6th level, you have learned to quickly deploy a protective version of your sigil. When you or a creature within 10 feet of you takes damage, you can use a reaction to expend a spell slot, forming a momentary ward that reduces the damage by your Intelligence modifier, plus 1d6 per level of the spell slot. If any of the damage and your sigil are the same type, add 1d6 to the damage reduction.

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

Ritual Casting

At 6th level, you can cast any Sigilant spell you know as a ritual if it has the ritual tag.

Necrant Sigil

Starting at 8th level, you learn to bind sigils to your own life, draining some of the energy from them to yourself.

When a sigil bursts within 30 feet of you or you use your Abjurant Sigil feature, you regain one hit point for each die of sigil damage or reduction.

Conjurant Circle

At 10th level, you learn to use rune-circles to summon minor denizens of the elemental planes. As an action, you can conjure up to two mephits to serve you for up to one hour, appearing in an unoccupied space you can see.

The mephits obey your commands to the best of their ability. A summoned mephit cannot summon additional mephits. They act on the same initiative you act on. If you die or fall unconscious, each mephit returns to its home plane.

The mephits you summon are determined by your current sigil:

Fire Cold Lightning Acid
Magma Ice Smoke Mud

Once you have used this ability, you are unable to use it again until you have finished a long rest.

Elemental Escalation

Upon reaching 11th level, your Sigil and Spellstrike grow in power. Your Evocant Sigil deals an additional 1d4 damage.

Your Spellstrike weapon attacks always deal bonus elemental damage, rather than once per turn. Additionally:

  • - Your Corrosion Spellstrike now deals your rune die in acid damage.
  • - Your Shatter Spellstrike now affects a 30 foot cone.
  • - Your Ignition Spellstrike now adds your Intelligence modifier to the initial fire damage.
  • - If the target of your Shock Spellstrike fails its saving throw, it is also unable to take reactions until the effect ends.

Mixed Magical Arts

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

Your bladecasting is perfected. When you use your Evocant Sigil, you ignore the bonus action cost to inflict your Spellstrike's Transmutation effect on that turn.

Divinant Mastery

At 18th level, you are a master of the Arma Arcana and can draw upon reserves of power when your magical senses detect danger. If you roll for initiative with no 1st level spell slots available, you regain two 1st level spell slots.

Once you have used this ability, you are unable to use it again until you have finished a short or long rest.

Martial Maelstrom

Starting at 20th level, as an action you can emanate elemental energies. For one minute, a sirocco of elemental wrath affects the area around you to a distance of 30 feet, generating cacophonous noise and heavily obscuring the area and an additional 30 foot radius. You can see and hear normally through the storm.

Whenever an enemy creature starts its turn in the maelstrom, the creature takes 2 damage from each of the following types: fire, cold, lightning, acid, thunder (10 damage total). This damage causes sigils to resonate and burst at the end of the creature's turn.

Once you have used this ability, you are unable to use it again until you have finished a short or long rest.

Sigilant Orders

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

The major Orders of Sigilant detailed below are the Shadowdancer, the Warblade, and the Arcanamach. The Shadowdancer is a Sigilant who typically focuses on stealth and evasive techniques, the Warblade is found deep in the thick of battle, and the Arcanamach is a mystic assassin trained in slaying other mages.

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

Order Spells

You gain access to these spells at the levels specified in the Order description. Once you gain access to a Order spell, you always have it known. Order spells don’t count against the number of spells you know. If you gain a Order spell that doesn’t appear on the Sigilant spell list, the spell is nonetheless an Sigilant spell for you.

Order Spellstrikes

The Order Spellstrikes are specialized techniques that interact with the Arma Arcana, with even more powerful effects than the universal Spellstrikes. You can use an Order Spellstrike even when you have a universal Spellstrike active. When you use your Order Spellstrike, you spend a rune die from your pool. You must then finish a short or long rest to use it again. When an Order Spellstrike effect requires a saving throw, use your Sigilant spell save DC.

Shadowdancer

Shadowdancers are Sigilants with a bent towards Shadow Magic, a rare discipline connected to the Plane of Shadow. Legend holds that the first Shadowdancers were illusionists who studied with the secretive Shadar-kai.

Despite the connotations, many Shadowdancers use their powers for good, though there are several notorious assassins that also dance the shadows.

Shadowstrike

As a bonus action, you can teleport up to 60 feet, briefly moving through the Plane of Shadow, to an unoccupied space within 5 feet of a creature. You must begin and end this teleport in dim light or darkness.

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

Bonus Cantrips:

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

Umbral Evasion

At 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use a reaction to spend a rune from your pool or Spellstrike to evade such effects for one minute.

When subject to such an effect, you blink momentarily into the Plane of Shadow and take no damage if you succeed on the saving throw, and half damage if you fail.

Wreath of Shadows

Upon attaining 15th level, you can use an action to become invisible for one minute to all creatures that are currently sigil-marked. If a sigil bursts or dissipates, you become visible to that creature until you activate this feature again.

SHADOWDANCER SPELLS

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

Warblade

Sigilants who prefer power over finesse often choose the path of the Warblade, using heavy plate to ward off blows while smashing their foes with might and magic. A few prefer light armor, using their agility to draw foes close before crushing them. Warblades are by far the most common Order of Sigilant, drawing heavily from the bellicose evocation and abjuration schools.

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

Resonance Strike

When you hit a creature with a melee attack, you can use a bonus action to force every sigil-marked creature within 30 feet to make a Wisdom saving throw or take your rune die in your sigil's damage type, bursting the resonating sigils.

At level 11, this ability deals an additional die of damage.

Bonus Proficiency

You gain proficiency with heavy armor.

Mystic Bulwark

Starting at 7th level, your arcane defense is impenetrable. When you create a Spellstrike, you can spend an additional rune from your pool to apply ablative protective magics to yourself. You gain temporary hit points equal to your rune die size. When you spend a rune from this Spellstrike, you can roll your rune die and gain that many temporary hit points.

Once you have used this feature, you cannot do so again until you finish a short or long rest.

Efficient Evoker

At 15th level, when you use Evocant Sigil and take the Attack action during your turn, you can forgo a single weapon attack to place one sigil at no spell slot cost.

WARBLADE SPELLS

Level Spells
3 armor of agathys
5 ars explosis*
9 lightning bolt
13 wall of fire
17 maelstrom
* Sigilant Spell, see below.

Arcanamach

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

Notably, they tend to avoid evocation and conjuration magics, preferring to use their spells to strengthen themselves and weaken their enemies. The Arcanamach are valued highly as both assassins and guardians.

Dispelling Strike

When you hit a creature with a melee attack, you can use a bonus action to target that creature with dispel magic as if cast by you at third level, or your highest spell slot level, whichever is higher. This does not consume a spell slot.

Bonus Cantrips:

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

Extended Spellstrength

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

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

Tenacious Spells

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

ARCANAMACH SPELLS

Level Spells
3 heroism
5 enlarge/reduce
9 counterspell
13 polymorph
17 far step
Sigilant Spell List

* Sigilant Spell, see below.

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

Sigilant Spells

Anchoring Smite

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

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 4d10 force damage to the target and the spell ends. Additionally, the target must make a Charisma save or be affected by an invisible dimensional anchor that completely blocks extradimensional travel, including all forms of teleportation. This anchor lasts for one minute before dissipating, and does not require your concentration.

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

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

Ars Abitis

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

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

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

Ars Explosis

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

Remove a sigil from an enemy within 30 feet. Every creature within 10’ of the target must make a Dexterity saving throw or take 3d8 damage in the type of the sigil.

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

Ars Infuris

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

A sigil-marked creature within range must make a Charisma saving throw, or every ally adjacent to that creature can use their reaction to immediately make a melee weapon attack against it.

Ars Iteritas

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

Place a sigil on every enemy within range.

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

Ars Rejuvis

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

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

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

Ars Ultima

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

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

Elemental Edge

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

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

Shadow Conjuration

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

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

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

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

Stalking Blade

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

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

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

Sigilant Version 1.7, by: /r/Rsquared

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

Cover: Arif Wijaya
Page 1: Samarskiy
Page 4, 6: Hiromu Arakawa/SQUARE ENIX Page 5: OmeN2501

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