Marksmith

by BedrocksTheLimit

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Marksmith

The Marksmith

In front of a large manor, a gnome carves runes into small pieces of wood, then hands them out to her allies. The runes on the wood begin to glow, then her allies disappear, the only evidence of their existence being the faint sound of footsteps that head into the corrupt mayor's mansion. The gnome waits outside, carving additional pieces of wood, just in case her allies are not successful.

An unarmored dwarf with tattoos covering his entire body runs towards a group of gnolls. A tattoo on his arm glows, then erupts into flames as he punches a gnoll's chest. As the gnolls begin to bite at him, another tattoo glows and a burst of thunder pushes back the horde.

In a dark alley, an elf is surrounded by a group of thugs. The elf confidently produces a deck of cards, requesting the thugs to choose one. Reluctantly, a card is chosen. As the card is flipped, a mark on its face glows, teleporting the elf to the roof of the building. Before the thugs can react, a card lands at their feet and they are engulfed in flames.

Marksmiths use marks and glyphs in order to channel magic. Instead of learning the complex phrasing and gestures of spellcasting, marksmiths memorize a variety of symbols that allow them to replicate spells without consuming much personal power.

Journeying Scholars

Marks are not as widespread as the common magic being taught in wizarding schools. In order for someone to become a marksmith, they typically must find their own marks, whether it be through research, journeying into abandoned crypts, having a tribal tradition, or some other way. Marksmiths are very secretive, and often refuse to allow strangers, or even friends, to attempt to learn their craft.

Supportive Magic

Marks, because of their independence from their creator, are able to be activated by allies of the marksmith. Many adventuring parties, armies, and guilds actively recruit marksmiths for their ability to improve entire groups.

Mark Flavor

Marks are symbols that are inscribed in some way onto an object and activated with magic. How each marksmith applies marks is unique, from premade stamps, wood carvings, paintings, playing cards, or any other way to create symbols. For simplicity sake, marks are treated as spells, though they are distinct from typical magic. Components would technically be different as well for marks. Verbal would instead be if the mark made audible sounds, somatic would be the need to draw a mark, and material would be the need to use actual tools to draw the mark.

Marksmith
Level Proficiency Bonus Features Cantrips Known Spell Points Max Spell Level
1st +2 Marks, Glyph Casting 3 4 1st
2nd +2 Artistic Style, Vocation 3 6 1st
3rd +2 Favored Tool, Runic Stability 3 14 1st
4th +2 Ability Score Improvement 4 16 1st
5th +3 Mark Master 4 27 2nd
6th +3 Vocation Feature 4 32 2nd
7th +3 Runic Recovery 4 38 2nd
8th +3 Ability Score Improvement 4 44 2nd
9th +4 - 4 57 3rd
10th +4 Repelling Ward 5 64 3rd
11th +4 Vocation Feature 5 73 3rd
12th +4 Ability Score Improvement 5 73 3rd
13th +5 - 5 83 4th
14th +5 Glyph Repair 5 83 4th
15th +5 Vocation Feature 5 94 4th
16th +5 Ability Score Improvement 5 94 4th
17th +6 - 5 107 5th
18th +6 Greater Mark 5 114 5th
19th +6 Ability Score Improvement 5 123 5th
20th +6 Greater Mark Improvement 5 133 5th

Creating a Marksmith

As you make your marksmith character, think of how they were able to obtain their first marks. Where did you find them, and why were you there? What made you search for marks? Were you naturally talented, or did you have to study excessively?

Quick Build

You can make a Marksmith quickly by following these suggestions. First, make Intelligence your highest ability score, followed by either Dexterity or Constitution. Second, choose the Sage background. Third, choose the guidance, magic stone, and resistance simple marks, along with the following 1st-level marks for your markbook: Cure Wounds, False Life, Featherfall, Inflict Wounds, Shield of Faith, and Thunderous Smite.

Class Features

As a marksmith, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, longswords, shortswords
  • Tools: Two artisan's tools of your choice

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Arcana, History, Insight, Investigation, Perception, Religion, Stealth, Survival

Equipment

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

  • (a) longsword, (b) two shortswords or (c) a simple weapon
  • (a) scholar's pack or (b) dungeoneer's pack
  • Leather Armor, an artisan's tools of your choice

Marks

You have learned a variety of rune-like marks that can be used to create magical effects, replicating the effects of spells. See Spells Rules for the general rules of spellcasting. You can find the marksmith spell list at the end of the class description

Simple Marks

At 1st level, you learn three cantrips of your choice from the marksmith spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the marksmith table.

Markbook

At 1st level, you have a book containing four 1st-level marksmith spells of your choice. Your markbook is the repository of the marksmith spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting marks

The Marksmith table shows how many spell points you have to cast your marksmith spells of 1st level and higher. You may expend a number of spell points to create a spell slot equal to or less than your max spell level, as shown on the marksmith table, then use that slot to cast a spell. You can cast lower level spells using higher level spell slots. The Spell Point Cost table below summarizes the cost in spell points of slots from 1st to 5th. You can’t reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.

Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

You prepare the list of marksmith spellss that are available for you to cast. To do so, choose a number of marksmith marks from your markbook equal to your Intelligence modifier + your marksmith level (minimum of one spell). The spells must be of a level for which you can cast.

For example, if you’re a 5th-level marksmith with an Intelligence of 16, your list of prepared spells can include eight spells of 1st or 2nd level, in any combination, chosen from your markbook. If you prepare the 1st-level spell false life, you can cast it using a 1st-level or a 2nd-level slot which you've created with spell points. Casting the spell doesn’t remove it from your list of prepared marks.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of marksmith marks requires time spent studying your markbook and memorizing the strokes and lines you must make to inscribe them: at least 1 minute per mark level for each spell on your list.

Spellcasting Ability

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 marksmith 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

Ritual Casting

You can cast a marksmith spell as a ritual if that spell has the ritual tag and you have the spell in your markbook. You don’t need to have the spell prepared.

Spellcasting Focus

You must use a artisan's tool as a spellcasting focus for your marksmith spells.

Learning Marks of 1st Level and Higher

Each time you gain a marksmith level, you can add one marksmith spell of your choice to your markbook for free. Each of these spells must be of a level equal to or less than your max spell level, as shown on the marksmith table. On your adventures, you might find other spells that you can add to your markbook (see the “Your Markbook” sidebar).

Mark Maintanence

Marks are not concentrated on by the typical means. You use Dexterity instead of using Constitution on saving throws to maintain concentration on marksmith spells, as you attempt to avoid the mark being damaged.

Your Markbook

The marks that you add to your markbook as you gain levels reflect the research you conduct on your own. You might find other marks during your adventures. You could discover a mark recorded on the wall of an ancient crypt, for example.

Copying a mark into the Book.

When you find a marksmith spell of 1st level or higher, you can add it to your markbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your markbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the marksmith who wrote it. You must practice the mark until you understand the lines and thickness required, then transcribe it into your markbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the mark to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the mark just like your other marks.

Replacing the Book.

You can copy a spell from your own markbook into another book—for example, if you want to make a backup copy of your markbook. This is just like copying a new spell into your markbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your markbook, you can use the same procedure to transcribe the marks that you have prepared into a new markbook. Filling out the remainder of your markbook requires you to find new marks to do so, as normal. For this reason, many marksmiths keep backup markbooks in a safe place.

Glyph Casting

At 1st level, you learn how to create glyphs, special marks which allow you to delay the casting of an effect, or allow others to concentrate on marks you cast.

You may use an action to inscribe a glyph onto a object, surface, or creature within 5 feet of you, choosing a marksmith spell of 1st level or higher with a casting time of an action or bonus action to place in it, expending spell points as if you had cast it. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.

There are two different types of glyphs: Triggered Glyphs and Personal Glyphs.

You can inscribe a Triggered Glyph on a surface or object. You decide what triggers it, such as a command word or the movement of nearby creatures. Triggers cannot include anything further than 30 feet from the glyph. When the glyph is triggered, the stored spell is cast, originating from the glyph. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on the glyph. If the spell requires concentration, you must concentration on it, as normal. A Trigger Glyph cannot be moved more than 10 feet from where you originally made the glyph or else the glyph fades without being cast.

You can inscribe a Personal Glyph onto a creature or an object a creature is wearing or carrying. The creature may cast the spell using your spell attack bonus and spell DC. If the mark requires concentration, the creature uses Dexterity instead of Constitution for any saving throw to maintain concentration. Spells cast through glyphs are always considered to only have the somatic component.

You can only have a number of glyphs inscribed at one time equal to your Intelligence modifier (minimum 1). You may destroy any glyph you have inscribed on your turn without any action.

After you finish a long rest, all glyphs that have not been triggered disappear.

Artistic Style

At 2nd level, you adopt a style of art or fighting as your specialty. Choose one of the following options. You can't take a Artistic Style or Fighting Style option more than once, even if you later get to choose again.

Defense

While wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Skilled

Choose one of your skill or tool proficiencies. Your proficiency bonus is double for any ability check you make that uses that skill.

Strategy

You can have a number of glyphs inscribed at one time equal to 2 + your Intelligence modifier.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Research

You immediately learn two 1st-level marksmith spells of your choice. Additionally, whenever you gain a level in this class, you add two marksmith spells of your choice to your markbook instead of one.

Runic Vocation

At 2nd level, you choose a vocation that shapes how you use marks: Vocation of Art, Vocation of Blood, Vocation of Discovery, Vocation of Illusion, Vocation of Ink, Vocation of Steel, and Vocation of Worship, all detailed at the end of the class description. Your vocation grants you features at 2nd level and again at 6th, 11th, and 15th.

Vocation Spells

Each vocation has a list of spells — its vocation spells — that you add to your markbook at the marksmith levels noted in the vocation description.

If you have a vocation spell that doesn’t appear on the marksmith spell list, the mark is nonetheless a marksmith spell for you.

Favored Tool

At 3rd level, choose one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses it.

Runic Stability

Also at 3rd level, you understand how to avoid your marks being damaged in combat.

You have advantage on Dexterity saving throws that you make to maintain your concentration on a marksmith spell when you take damage.

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.

Mark Master

At 5th level, you can cast spells with inscribed with Glyph Casting on yourself or on an object that you are carrying as a bonus action.

Runic Recovery

At 7th level, you have learned to regain some of your magical energy during downtime. When you finish a short rest, you gain a number of spell points equal to your marksmith level.

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

Repelling Ward

At 10th level, you can protect yourself from harmful spells and attacks. When you are hit by an attack, you can use a reaction and spend 1 spell point cause the attacker to reroll the attack.

Glyph Repair

At 14th level, when you or another creature within 30 feet fails a Dexterity saving throw to maintain concentration on a marksmith spell, you can use a reaction and spend 2 spell points to cause them to reroll the die. They must use the new roll.

Greater Mark

At 18th level, you gain the ability to cast 6th-level spells sparingly.

You may add three 6th-level spells from the marksmith spell list to your markbook. You may cast a 6th-level spell by expending 9 spell points.

Once you cast a 6th-level spell, you can't cast another 6th-level spell again until you finish a long rest.

At 20th level, you can cast two 6th-level marks before requiring a long rest.

Vocations

Vocation of Art

You magnify the artistic expression found in marks to summon creatures from off the page, or animate statues into massive guardians ready to protect you.

Vocation of Art Spells


Marksmith Level Spells
2nd Animate Weapon, Tenser's Floating Disk
5th Magic Mouth, Phantasmal Force
9th Conjure Animals, Create Food and Water
13th Conjure Woodland Beings, Fabricate
17th Animate Objects, Creation

Animated Artwork

When you choose this vocation at 2nd level, you learn how to make works of art fight for you. It could be an animated sculpture, living painting, a whirlwind of color, or anything else you wish.

As an action, you can create an animated artwork for 1 minute, which appears in an unoccupied space within 5 feet of you. When you summon it, and as an action on each of your turns, you can have it move up to 30 feet and make a melee spell attack against a creature within 5 feet of it. On a hit, the target takes force damage equal to 1d4 + your Intelligence modifier.

In addition, any attack made against you while you are within 5 feet of the animated artwork has disadvantage.

The artwork's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses of it when you finish a long rest.

Creation of Art

At 6th level, you are able to create simple objects using your marks. You can use your action to create an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 10 feet on a side and weigh no more than 100 pounds, and its form must be that of a nonmagical object that you have seen.

The object disappears when you use this feature again or if it takes or deals any damage

Picture Perfect

At 11th level, you begin to move your creations with perfect accuracy. You have advantage on attacks with Animated Artwork and Animate Weapon, and creatures you summon or animate with marksmith spells have advantage on attacks they make.

Creative Transposition

At 15th level, you leave a small teleportation glyph in each of your creations. As a bonus action, you can teleport to an unoccupied space within 5 feet of your animated artwork, animated weapon, or a creature you summoned or animated with a marksmith spell.

Vocation of Blood

There is something special about blood. It can channel magic like other materials are unable to. You have decided to harness this vile art to enhance the power of your marks.

Vocation of Blood Spells


Marksmith Level Spells
2nd Cause Fear, Inflict Wounds
5th Life Drain, Crown of Madness
9th Animate Dead, Life Transference
13th Death Ward, Shadow of Moil
17th Possession*, Danse Macabre

Vital Markings

Starting at 2nd level, you can use blood in place of tools to create marks. When you cast a marksmith spell, you can take 1 piercing damage to ignore the material components of the spell. This damage cannot be reduced in any way.

Blood Glyph

When you choose this vocation at 2nd level, you can make unique glyphs that are made and triggered by blood. When you create a glyph on a creature or object a creature is carrying, you can allow the creature to cast the glyph when they deal damage to another creature or when taking damage, no action required.

You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses of it when you finish a long rest.

Thick Skin

At 6th level, you can take more punishment thanks to your constant self-injury. You gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Strength saving throws.

Additionally, your hit point maximum increases by 6 and increases by 1 again whenever you gain a level in this class.

Sanguine Sacrifice

At 11th level, you discover how to obtain power from your own blood. As a bonus action, you can roll a hit die to gain spell points, expending it. Your current and maximum hit points are reduced by the roll, and you gain spell points equal to the roll.

Your maximum hit points lost from this feature are restored after you finish a long rest.

Blood Frenzy

At 15th level, when you or a creature with a blood glyph reduce a creature to 0 hit points, you can immediately use a reaction cast a mark that you have prepared. You still must expend spell points as normal.

Vocation of Discovery

You are not content with your current knowledge. You are always striving for more, whether you find it by research or by adventuring.

Vocation of Discovery Spells


Marksmith Level Spells
2nd Comprehend Languages, Identify
5th Knock, Misty Step
9th Dispel Magic, Leomund's Tiny Hut
13th Dimension Door, Locate Creature
17th Skill Empowerment, Legend Lore

Extensive Research

When you choose this vocation at 2nd level, you learn three languages of your choice. You also become proficient in your choice of two of the following skills: Animal Handling, Arcana, History, Insight, Medicine, Nature, Religion, Stealth, or Survival.

After you finish a long rest, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses that skill until you finish another long rest.

Distant Marks

At 6th level, you learn how to propel the power of marks that typically require touch. When you cast a mark with a range of touch, you can spend 1 spell point to make the range of the mark 60 feet.

Complex Glyphs

At 11th level, you are able to put multiple marks into a single glyph. When you use the Glyph Casting feature, you may store an additional spell of 2nd level or lower into the glyph with the same trigger. It does not expend additional spell points. If both the spells require concentration, you or the creature the glyph is on may concentrate on both of them, but they have disadvantage on saving throws to maintain concentration. They only make a single saving throw, and if they fail, they stop concentrating on both marks.

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

Advanced Discovery

At 15th level, your research and exploration has allowed you to find a greater mark. Choose a 6th-level spell from the marksmith spell list. You can cast that spell without expending any spell points.

Once you use this feature, you can't use it again until you finish a long rest.

Vocation of Elements

The simplest way to deal damage with marks is to conjure elemental bursts to burn, freeze, and electrify your enemies. You've specialized in this dangerous path, combining weapon attacks with powerful elemental strikes.

Vocation of Elements Spells


Marksmith Level Spells
2nd Absorb Elements, Ice Knife
5th Flaming Sphere, Lightning Strike
9th Lightning Bolt, Thunder Step
13th Fire Shield, Vitriolic Sphere
17th Cone of Cold, Maelstrom

Elemental Blades

At 2nd level, you learn three of the following cantrips: Black-Acid Blade, Blue-Rime Blade, Booming Blade, Green-Flame Blade, White-Bolt Blade. They don't count against the number of cantrips known.

Mark Warrior

Also at 2nd level, you gain proficiency in martial melee weapons, and when you attack with a melee weapon you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

In addition, you can use two-weapon fighting if you've used your action to attack with a light melee weapon, even if you didn't use the Attack action.

Master of All the Elements

At 6th level, you gain power when using all the elements together. When you deal acid, cold, fire, lightning, or thunder damage with a spell, you can add an additional 1d6 to the damage roll the next time you deal damage of a different type on your turn from the same list in the next minute.

Elemental Barrage

At 11th level, you can become a whirlwind of elemental destruction on the battlefield. Once per turn, after you cast a spell which requires you to make a melee attack, you can cast a cantrip which requires you to make a melee attack, no action required.

You can use this ability a number of times equal to your Intelligence modifier. You regain all uses of this ability after you finish a long rest.

Total Protection

At 15th level, your marks grant your protection from the elements. You gain resistance to acid, cold, fire, lightning, and thunder damage. In addition, whenever a spell gives you resistance to one of these damage types, you instead gain immunity to the damage.

Vocation of Illusion

The rigidity of marks makes creating fluid illusions difficult. Luckily, you've been able to learn the building blocks of marks, giving you incredible command over what marks are capable of.

Vocation of Illusion Spells


Marksmith Level Spells
2nd Color Spray, Disguise Self
5th Mirror Image, Shadow Blade
9th Fear, Major Image
13th Greater Invisibility, Hallucinatory Terrain
17th Creation, Mislead

Minor Illusions

When you choose this vocation at 2nd level, you learn the cantrip minor illusion. It counts as a marksmith cantrip for you, but doesn't count against the number of cantrips you know.

Simple Glyphs

Also at 2nd level, you learn how to place simple marks into glyphs. You may expend 1 spell point to use your Glyph Casting feature with cantrips.

Complex Illusions

At 6th level, when you cast minor illusions to create an image of an object, it seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

Physical interaction with the image do not reveals it to be an illusion. Instead, the creature attempts an Intelligence (Investigation) check against your spell save DC. If it fails, it believes the object to be real.

Mark Modification

At 11th level, your experience with the intricate detail of marks has allow you to modify the properties of spells you cast. You gain the following modifications. You may only apply one modification on a spell when you cast it.

Imagined Concentration

When you cast a spell with concentration, you may expend 5 spell points to remove the concentration.

Realistic Illusion

When you cast a spell that may require a creature to attempt an Intelligence (Investigation) check, you may spend 1 spell point to give disadvantage to any Intelligence (Investigation) checks made against the effects of the mark.

Shadow Mark

When you cast a spell that deals damage, you may expend 1 spell point to cause the mark to deal psychic damage instead. If the mark requires a saving throw, the saving throw becomes an Intelligence saving throw instead.

Shared Mark

When you cast a spell targeting only yourself with a range of Self or Touch, you can expend a number of spell points equal to the mark's level to target another creature within 5 feet of you.

Subtle Mark

When you cast a spell, you may spend 1 spell point to cast it without any somatic or verbal components.

Duplicity

At 15th level, you can use a bonus action to create illusionary duplicates of yourself which can attack and deliver your marks. For a minute, you may act as if you were in any space within 100 feet of you during your turn.

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

Vocation of Ink

You use a unique way to create marks; by drawing them with ink underneath the skin. Maybe this was an ancient tribal tradition, or maybe you were innovative in your application of marks. Whatever the case, you and your marks are durable.

Vocation of Ink Spells


Marksmith Level Spells
2nd Heroism, Wrathful Smite
5th Alter Self, Enlarge/Reduce
9th Haste, Vampiric Touch
13th Guardian of Nature, Stone Skin
17th Banishing Smite, Far Step

Tattooist's Tools

When you choose this vocation at 2nd level, you gain proficiency in tattooist's tools, which allow you to put ink into people's skin. You also gain a set of tattooist's tools.

Durable Marks

Starting at 2nd level, you can put marks directly into a creature's body with tattoos, making it nearly impossible to ruin. When you use your Glyph Casting feature to put a glyph that requires concentration on a creature, you may spend an additional 1 spell points to allow the creature to roll advantage on Dexterity saving throw to maintain concentration on the glyph.

Branded Warrior

Also at 2nd level, you have become accustomed to pain due to the application of tattoos. When you aren't wearing armor, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Runic Burst

At 6th Level, the tattoos you have given yourself have allowed you to channel some of the arcane energies in marks. Your unarmed strikes deal 1d8 force damage + your Strength or Dexterity modifier, and they can be used as the material component for "Blade" cantrips.

In addition, after you expend spell points to cast a marksmith spell, the next time you hit with a melee weapon attack or unarmed strike in the next minute, your attack deals an additional 1d4 force damage for each spell level of the spell cast.

Flurry of Fists

At 11th level, you are able to mix marks and strikes in a whirlwind of pain. You can make one unarmed strike as a bonus action.

Permanent Marks

At 15th level, you tattoo reusable marks onto your body. Choose two 1st-level or one 2nd-level marksmith spells with a range of self that are in your markbook. You can cast those spells at their lowest level without consuming spell points.

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Vocation of Steel

You have trained not only in marks, but in martial combat. You know how to combine physical prowess with sharp intelligence, and can weave together weapons and magic together with ease.

Vocation of Steel Spells


Marksmith Level Spells
2nd Shield, Shield of Faith
5th Magic Weapon, Warding Bond
9th Blinding Smite, Elemental Weapon
13th Fire Shield, Staggering Smite
17th Holy Weapon, Steel Wind Strike

Bonus Proficiencies

When you choose this vocation at 2nd level, you gain proficiencies with melee martial weapons, medium armor, and shields.

Armament Enhancement

Also at 2nd level, at the end of a long rest, you can inscribe a unique mark onto one nonmagical object that is a suit of armor or a simple or martial weapon. For 8 hours, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

Once you use this feature, you can’t use it again until you finish a long rest.

Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Reinforcement

At 11th level, you become much better at enhancing weapons and armor. The Armament Enhancement feature now grants a +2 bonus.

In addition, as a bonus action you may expend up to 5 spell points to gain 1d6 temporary hit points for each spell point spent this way. These temporary hit points last until you finish a short or long rest.

Battle Marks

At 15th Level, you have become a master of enchantment. The Armament Enhancement feature now grants a +3 bonus.

In addition, you can use a bonus action to temporarily empower the enhancement. If the object is armor, the wearer gains resistance to all damage except psychic damage for 1 minute. If the object is a weapon, weapon attacks using it deal an additional 2d8 force damage for 1 minute.

Once you use this feature, you can't use it again until you finish a long rest.

Vocation of Worship

You've created murals of mythology, statues of gods, and paintings of angels. You use your marks to show your devotion to a god or a pantheon.

Vocation of Worship Spells


Marksmith Level Spells
2nd Ceremony, Cure Wounds
5th Aid, Prayer of Healing
9th Revivify, Spirit Guardians
13th Banishment, Guardian of Faith
17th Planar Binding, Raise Dead

One of Faith

When you choose this vocation at 2nd level, you gain proficiency in the Religion skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses it.

Rejuvenating Sermon

Also at 2nd level, you can spend 10 minutes to give a powerful presentation that leave others feeling energized and revitalized. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature gains the benefits of a short rest.

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

Share the Love

At 6th level, you grant others full access to your glyphs. Other creatures can cast spells inscribed with your Glyph Casting feature as a bonus action.

Glyphs of Resistance

At 11th level, your glyphs provide protection against other forms of magic. Creatures that have glyphs inscribed on them or on objects they are holding have advantage on saving throws against spells and other magical effects.

Integrated Ward

At 15th level, you provide a protective barrier in each of your glyphs. When a creature casts a spell inscribed with your Glyph Cast casting feature, they have a +5 bonus to AC until the start of their next turn.

Spell list

Cantrips (0 Level)
  • Blade Ward
  • Black-Acid Blade*
  • Blue-Rime Blade*
  • Booming Blade
  • Control Flames
  • Green-Flame Blade
  • Guidance
  • Gust
  • Life Force Blade*
  • Light
  • Lightning Lure
  • Magic Stone
  • Mending
  • Minor Ward*
  • Mold Earth
  • Prestidigitation
  • Poison Spray
  • Resistance
  • Shape Water
  • Shocking Grasp
  • True Strike
  • Thunderclap
  • Whirlwind Blade*
  • White-Bolt Blade*
1st Level
  • Absorb Elements
  • Alarm
  • Animate Weapon*
  • Armor of Frost
  • Bless
  • Burning Hands
  • Caustic Brew
  • Color Spray
  • Corrode*
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Earth Tremor
  • Elemental Enhancement*
  • Ensnaring Strike
  • Expedious Retreat
  • Explosion*
  • False Life
  • Feather fall
  • Flamewheel*
  • Flashfreeze*
  • Fog Cloud
  • Furious Fists*
  • Guiding Rune*
  • Heroism
  • Ice Slide*
  • Identify
  • Inflict Wounds
  • Jump
  • Lightning Barrage*
  • Longstrider
  • Mage Armor
  • Protection from Evil and Good
  • Regulate Temperature*
  • Sanctuary
  • Searing Smite
  • Shield of Faith
  • Stone Grasp*
  • Thunderous Smite
  • Thunderwave
  • Witchbolt
  • Zephyr Strike
2nd Level
  • Aid
  • Agonizing Scorcher
  • Arcane Lock
  • Arcanist's Magic Aura
  • Barkskin
  • Blindness/Deafness
  • Blur
  • Cannon Blast*
  • Continual Flame
  • Corrossive Carress*
  • Darkness
  • Darkvision
  • Encumber/Lighten*
  • Enhance Ability
  • Enlarge/Reduce
  • Enthrall
  • Flame Blade
  • Gentle Repose
  • Gust of Wind
  • Impartial Pheromones*
  • Invisibility
  • Knock
  • Levitate
  • Life Drain*
  • Lightning Strike*
  • Magic Mouth
  • Magic Weapon
  • Mirror Image
  • Orbital Drop*
  • Pass without Trace
  • Protection from Poison
  • Quicken*
  • Retaliation*
  • See Invisibility
  • Seeking Missile*
  • Shatter
  • Silence
  • Skywrite
  • Spider Climb
  • Warding Wind
3rd Level
  • Animate Dead
  • Bestow Curse
  • Blink
  • Create Food and Water
  • Dispel Magic
  • Elemental Weapon
  • Fear
  • Feign Death
  • Fly
  • Glyph of Warding
  • Haste
  • Lightning Arrow
  • Lightning Bolt
  • Magic Circle
  • Protection from Energy
  • Revivify
  • Slow
  • Stinking Cloud
  • Summon Fey
  • Summon Undead
  • Swift Strikes*
  • Swift Ward*
  • Water Breathing
  • Water Walking
4th Level
  • Banishment
  • Blight
  • Conjure Minor Elemental
  • Control Water
  • Death Ward
  • Dimension Door
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Polymorph
  • Private Sanctum
  • Resilient Sphere
  • Secret Chest
  • Staggering Smite
  • Stone Shape
  • Stone Skin
  • Summon Aberration
  • Summon Construct
  • Summon Elemental
  • Summon Greater Demon
  • Wall of Fire
5th Level
  • Animate Object
  • Antilife Shell
  • Awaken
  • Circle of Power
  • Cone of Cold
  • Conjure Elemental
  • Control Winds
  • Creation
  • Destructive Wave
  • Far Step
  • Passwall
  • Possession*
  • Planar Binding
  • Skill Empowerment
  • Stasis Delay*
  • Steel Wind Strike
  • Teleportation Circle
  • Transmute Rock
  • Wall of Stone
6th Level
  • Bones of the Earth
  • Contingency
  • Create Homunculus
  • Disintegrate
  • Flesh to Stone
  • Forbiddance
  • Globe of Invulnerability
  • Guards and Wards
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Move Earth
  • Primordial Ward
  • Sunbeam
  • Tenser's Transformation
  • True Seeing
  • Wall of Ice

Custom Spells

Spells labeled with a * can be found in the next section.

Marksmith Spells

Cantrips

Black-Acid Blade

evocation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and takes 1d4 acid damage at the end of their next turn.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 2d4 acid damage to the target on a hit, and the damage target takes on their turn increases to 2d4. The initial damages increase by 2d4 and the second damage increases by 1d4 at 11th level (4d4 and 3d4) and 17th level (6d4 and 4d4).

Blue-Rime Blade

evocation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause ice to freeze their feet to the ground. The creature's speed is reduced by 15 until the start of your next turn.

This spell’s damage and speed reduction increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d10 cold damage to the target on a hit, and their speed is reduced by 20. The damage increases by 1d10 and the speed reduction increase by 5 feet at 11th level (2d10 and 25 feet) and 17th level (3d10 and 30 feet).

Life Force Blade

necromancy cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and takes an additional 1d4 necrotic damage for each creature other than you within 5 feet of the target as you use their life force to empower your attack.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target on a hit, and the damage the target takes for each other creature increases to 1d6. The damage increase at 11th level (2d8 and 1d8) and 17th level (3d8 and 1d10).

Minor Ward

abjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (iron dust)
  • Duration: Concentration, up to 1 round

You draw a warding mark on one willing creature. The target gains a +5 bonus to AC until the start of your next turn.

Whirlwind Blade

transmutation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make two melee attacks with it against one creature within 5 feet of you. Both attacks have disadvantage to hit. On a hit, the target suffers the weapon attack’s normal effects

This spell’s damage increases when you reach certain levels. At 5th level, both melee attacks deals an extra 1d6 force damage to the target on a hit. The damage increase by 1d6 at 11th level (2d6) and 17th level (3d6).

White-Bolt Blade

evocation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you briefly stun them with white lightning. The creature cannot use bonus actions until the start of your next turn.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d12 lightning damage to the target on a hit. The damage increase by 1d12 at 11th level (2d12) and 17th level (3d12).

1st Level Spells

Animate Weapon

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a melee weapon)
  • Duration: Concentration, up to 1 minute

You quickly place marks on a melee weapon that you are proficient with that does not have the heavy property, causing it to animate and float.

As an bonus action on your turn, you can move the weapon up to 20 feet and make a melee weapon attack against a creature within 5 feet of it, using your normal attack bonus with the weapon. On hit, the target takes the weapon attack's damage, including Strength or Dexterity modifier.

Corrode

1st-level evocation


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, M (a vial of vinegar)
  • Duration: 1 minute

You shoot a highly corrosive blob of acid at a creature within range. Make a ranged spell attack against the creature. On a hit, the creature takes 1d4 acid damage. At the start of each of the creature's turns for the duration, it takes 2d4 acid damage plus 1d4 acid damage for each subsequent turn (The creature would take 2d4 damage at the start of its first turn, 3d4 at the start of its second turn, 4d4 at the start of its third turn, etc). Any creature can use an action to wipe off the acid from the target, ending the spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the initial damage increases by 2d4 for each slot level above 1st.

Elemental Enhancement

1st-level abjuration


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Your marks enhance a weapon with elemental energy, and choose one damage type: acid, cold, fire, lightning, or thunder. Until the spell ends, you deal an extra 1d4 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d4 for each spell level above 1st.

Explosion

1st-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a bit of gunpowder)
  • Duration: Instantaneous

An explosion erupts from you. Each other creature within 10 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 2d10 fire damage. On a successful save, the creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d10 for each slot level above 1st.

Flamewheel

1st-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a chunk of charcoal)
  • Duration: Instantaneous

You conjure a whirlwind of fire around you and sprint forward. You can move up to 20 feet. All creatures within 5 feet of you at any point during your movement must make a Dexterity saving throw or take 2d6 fire damage, or half as much on a successful one. Any creature which hits you with an opportunity attack takes an additional 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the initial damage increases by 1d6 for each slot level above 1st.

Flashfreeze

1st-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You reach out to a creature an attempt to instantly freeze it. Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d8 cold damage and is restrained until the end of their next turn. If the creature takes damage while restrained in this way, they take an additional bludgeoning 3d8 damage and is no longer restrained.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the cold damage increases by 1d8 for each slot level above 1st.

Furious Fists

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

For the duration of this spell, your fist gleams with silvery arcane light and you may, as an action, make a melee spell attack against a creature within reach of your unarmed attack. The first such successful attack during the duration of this spell deals 2d10 force damage to the target, and the target must make a Strength saving throw or be knocked prone and pushed up to 5 feet away from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the damage increases by 2d10 for each slot level above 1st. Additionally, the distance the target may be pushed away from you on a failed save increases by 5 feet for each slot level above 1st.

Guiding Rune

1st-level divination


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (white chalk)
  • Duration: Concentration, up to 1 hour

You touch a weapon, inscribing a detailed rune on it. Until the spell ends, that weapon gains a +1 bonus to attack rolls.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to +2. When you use a spell slot of 5th level or higher, the bonus increases to +3.

Ice Slide

1st-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You push a creature, conjuring a slippery line of ice to carry them away from you. The creature must make a Strength saving throw or be pushed 30 feet directly away from you.

Alternatively, instead of pushing a creature, you can conjure a slide for yourself and move 120 feet in a straight line.

Lightning Barrage

1st-level evocation


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (three metal rings)
  • Duration: Instantaneous

You shoot out a volley of lightning bolts at a target in range, trying to build a powerful charge in their body. Make three range spell attacks against a creature within range. On a hit, the creature takes 1d6 lightning damage. If all three attacks hit, the creature is stunned until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the first attack that hits deals an additional 1d6 damage for each slot level above 1st.

Regulate Temperature

1st-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a vial of mercury)
  • Duration: 24 hours

You create an invisible layer of magic around a creature's skin which keeps their temperature at a level which is comfortable for them. For the duration, the creature ignores the penalties of extreme cold and extreme heat.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Stone Grasp

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You cause the ground beneath a creature within range to latch onto their legs, immobilizing and crushing them. The target must make a Dexterity saving throw or take 1d8 bludgeoning damage and become restrained for the duration. As an action on each of your turns for the duration, you may deal 1d8 bludgeoning damage to the target automatically.

The target can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the initial damage increased by 1d8 for each slot level above 1st.

2nd Level Spells

Cannon Blast

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (60 feet)
  • Components: V, S
  • Duration: Instantaneous

You release a blast of flame behind you that rockets you into the air. You fly up to 60 feet in a straight line and stop at the first creature you contact. You can choose to make a melee spell attack against the creature, hitting it with a magic barrier. On a hit, the target takes 3d6 fire damage and 2d6 force damage, and it must succeed on a Strength saving throw or be knocked prone. On a miss, the target takes half as much damage and isn't knocked prone.

For this turn, your barrier grants you resistance to damage from falls, and falls do not knock you prone upon landing. Upon finishing the movement and attack caused by this spell you fall if you are still aloft, unless you can stop the fall

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the force damage dealt increases by 1d6 for each slot level above 2nd

Corrossive Caress

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of vomit)
  • Duration: Instantaneous

You attempt to touch a creature as you conjure magical acid into the palm of your hand. Make a melee spell attack against the target. On a hit, the target takes 6d4 acid damage, and nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Armor that is affected or destroyed by this spell can be fully restored with the mending spelL or through the use of appropriate tools.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Encumber/Lighten

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch an object that is no larger than a 5-foot cube, causing it to either increase or decrease in weight.

The object's weight is either multiplied or divided by ten for the duration, chosen when the spell is cast. If the object's weight is increased, it takes and deals double damage from falling. If the object's weight is decreased it takes and deals half damage from falling.

Impartial Pheromones

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a rose)
  • Duration: Concentration, up to 1 minute

Pheromones surround a creature of your choice in range. The creature must succeed a Wisdom saving throw or become charmed by every other creature within 100 feet of them. The creature is stops being charmed by any creature that does anything harmful to it. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends.

Life Drain

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You drain the life force out of a creature next to you, providing you sustenance. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 necrotic damage. On a successful save, the creature takes half as much damage. You regain hit points equal to half the amount of necrotic damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increased by 1d8 for each slot level above 2nd.

Lightning Strike

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon explodes with unstable electricity. The attack deals an additional 3d12 lightning damage to the target and you take lightning damage equal to half the amount of lightning damage dealt

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d12 for each slot level above 1st.

Orbital Drop

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You send yourself into the air with an explosion, preparing for a fiery finish. Each other creature within 10 feet of you must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much on a successful one. Then you are propelled 100 feet into the air. At the start of your turn, you can choose a point within 30 feet of where you were when you cast this spell. You land on that point, taking no fall damage, and create an explosion. Each other creature within 20 feet of you must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, both instances of damage increases by 1d6 for each slot level above 1st.

Quicken

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a creature. The target's walking speed becomes 60 feet until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Retaliation

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

You place a mark on yourself that reflects the damage you take back at the attacker.

Whenever a creature within 5 feet of you hits you with a melee attack, they take 2d6 damage of the same type as the attack. If the attack does multiple types of damage, the type is of whichever does more damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increased by 1d6 for each slot level above 2nd.

Seeking Missile

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

You shoot a bolt of pure force which homes in on the nearest creature. The closest creature to you takes 6d4 force damage. If multiple creatures are the same distance to you, the DM randomly chooses which creature it hits.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increased by 2d4 for each slot level above 2nd.

3rd Level Spells

Swift Strikes

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You place marks on your body, allowing you to attack more faster and deal more damage with your strikes. Until the spell ends, you gain the following benefits.

  • You can attack three times, instead of once, when you take the Attack action on your turn.
  • When you hit a target with a weapon attack, that target takes an extra 1d6 force damage.

At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the amount of attacks you can make increases to 4.

Swift Ward

3rd-level abjuration


  • Casting Time: 1 reaction, which you take just before you would take damage
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You ward yourself in a hasty barrier of magical energy to protect against danger, granting you a protective ward that lasts until the end of your next turn. The ward has hit points equal to 6d6 + twice your spellcasting ability modifier. If you would take damage, the ward blocks and takes that damage instead. The ward cannot block psychic or poison damage unless it is dealt by an attack. If the ward is reduced to O hit points, you take any remaining damage and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the ward hit points increase by 2d6 for each slot level above 3rd.

5th Level Spells

Possession

5th-level necromancy


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a vial of blood)
  • Duration: 8 hours

You place bloody marks on yourself and a creature, object, or corpse within 5 feet of you. You must stay within 5 feet of them for the entire casting time. You attempt to take control of the other target. If successful, your own body collapses, and is considered unconscious for the duration.

If the mark is on a creature, it must make a Charisma saving throw or you take over its body. You gain their Strength, Constitution, and Dexterity, as well as their current hit points and any natural features it has, such as a breath weapon or natural armor (GM discretion).

If the mark is on a corpse, the mark animates it as you possess it. You gain its Strength and Dexterity, each with a -2 penalty, as well as its Constitution, half of its maximum hit points, and any natural features it has that have not decomposed (GM discretion).

If the mark is on an object, the mark animates it as you possess it. You gain the Strength, Constitution, Dexterity, and Armor Class of the object as listed in the animate objects spell.

After the duration, your mind returns back to your body if it is still alive and on the same plane of existence. If the creature or object you were possessing died or was destroyed while you were possessing it, you return back to your body and take 5d10 psychic damage.

Stasis Delay

5th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a broken watch)
  • Duration: Concentration, up to 10 minutes

You cause a creature's body to temporary ignore all afflictions done to it. The creature's hit points cannot be raised or lowered, and the creature ignores the blinded. deafened, stunned, paralyzed, petrified, and poisoned conditions. Keep track of each instance of damage and each condition ignored.

When the spell ends, the creature takes all the damage they ignored, and is afflicted by each condition they ignored. If the effect that is causing the condition is no longer ongoing, the creature only has the condition until the end of their next turn. Otherwise, the creature suffers the condition as normal.

Changelog

1.1 Changes

  • Fixed many grammatical errors
  • Tweaked the flavor of many abilities
  • Allowed proficiency with any three tools instead of specific ones
  • Spell points are now restored on a long rest, and spell points now fit a full-caster
  • Revised Glyph Casting to make it clearer
  • Glyph Casting can now only have Int Modifier glyphs out at once
  • Glyph Casting now cannot be done with simple marks
  • Removed Archery Artistic Style, as the class is not meant to be good at range
  • Added Great Weapon Fighting, Skilled and Strategy Artistic Styles
  • Changed the Vocation list to match the existing Vocations
  • Added Runic Recovery to match Extra Attack
  • Repelling Ward now requires a reaction, as intended
  • Glyph Repair now requires a reaction
  • Maximum hit points lost from Sanguine Sacrifice are now restored on a long rest
  • Essence Absorption now requires a long rest, as intended
  • Blood Frenzy now requires a reaction
  • Complex Glyphs can now only store additional marks of 3rd level or lower
  • Improved Simple Mark now only affects simple marks
  • Reformatted the Vocation of Ink page to prevent a glitch where the text and image would overlap
  • Tattooist's Tools now doesn't specify location and cost to acquire a new one
  • Added spells to spell list, mainly those which have an area of effect originating from caster
  • Added in new simple mark: Minor Ward
  • Fixed Credits

1.2 Changes

  • Tool proficiencies reduced to two
  • Added Mark Master
  • Moved Runic Recovery, Repelling Ward, and Glyph Repair further in levels
  • Removed Shared Mark
  • Changed Glyph Repair
  • Removed Vocation of Creation
  • Added Vocation of Illusion
  • Added Bones of the Earth to the Spell List
  • Removed Shadow Blade from Spell List
  • Added new marks: Elemental Enhancement, Encumber/Lighten, Retaliation, Possession

Vocation of Blood

  • Switched Antilife Shell with Possession on spell list
  • Added Blood Glyph
  • Moved Sanguine Sacrifice to 11th level
  • Removed Essence Absorption
  • Buffed Blood Frenzy to include Blood Glyph

Vocation of Discovery

  • Removed Improved Simple Marks and Preparedness
  • Added Distant Marks and Complex Glyphs

Vocation of Ink

  • Changed Branded Warrior to Int instead of Con
  • Unarmed strikes in Runic Burst to benefit from Strength or Dexterity

Vocation of Steel

  • Changed 11th level feature
  • Moved feature names to better fit the features

1.3 Changes

  • Added Insight to availaable skill proficiencies
  • Strategy Artistic Style bonus glyph reduced to 2 + Intelligence modifier.
  • Research Artistic Style changed to grant an additional spell learned at each level
  • Vocation Marks are no longer automatically prepared
  • Runic Recovery is 1/long rest instead of 1/day
  • Replaced Find Traps with Misty Step on Vocation of Discovery Marks
  • Minor Ward buffed to +5 AC (from +2)
  • Added new marks: Animate Weapon, Stone Grasp, Swift Strikes

Vocation of Discovery

  • Distant Marks now only affects touch marks.

1.4 Changes

  • Changed all mechanical mentions of marks into spells and cantrips
  • Added proficiencies to shortswords and longswords
  • Added Favored Tool
  • Moved Vocations to 2nd level and Runic Stability to 3rd level
  • Added Vocation of Art and Vocation of Worship

Vocation of Blood

  • Added Vital Markings

Vocation of Discovery

  • Reduced the amount of skills gained from three to two
  • Replaced Freedom of Movement with Locate Creature

Vocation of Ink

  • Durable Marks now cost 1 spell point
  • Branded Warrior moved to 3rd level
  • Runic burst moved to 6th level, changed bonus force damage to be on next successful hit, and requires spell points to be spent
  • Added Flurry of Fists at 11th level

Spells

  • Encumber/Lighten now is concentration
  • Added higher level progressions to various marks
  • Added new spells: Cannon Blast, Corrode, Corrossive Caress, Flamewheel, Flashfreeze, Furious Fists, Guiding Rune, Ice Slide, Impartial Pheromones, Life Drain, Lightning Barrage, Lightning Strike, Quicken, Regulate Temperature, Retaliation, Seeking Missile, Stasis Delay, Swift Ward

1.5 Changes

  • Added Two-weapon Fighting to available Artistic Styles
  • Seperated glyphs into Triggered and Personal. Triggered glyphs cannot be moved more than 10 feet from their original creation point.
  • Removed mention of free actions
  • Added multiclass information
  • Added Vocation of Elements

Vocation of Art

  • Reduced Animated Artwork damage dice to d4s
  • Switched Dust Devil for Phantasmal Force in Vocation spells

Vocation of Blood

  • Allowed Blood Glpyh to also be triggered when the user takes damage

Vocation of Illusion

  • Imaginary Concentration cost increased from 3 spell points to 5 spell points

Spells

  • Lightning Barrage stuns instead of paralyzes
  • Added and removed some official spells from the spell list
  • Added new spells: Black-Acid Blade, Blue-Rime Blade, Life Force Blade, Whirlwind Blade, White-bolt Blade, Explosion, Orbital Drop

Design Notes

Marksmith Strengths

A Marksmith can play a variety of roles in a party. In the base class, they are primarily support, with a variety of buffs and heals. With certain subclasses, they can become a massive damage dealer, a tank, a skill monkey, and more.

With their Glyph Casting, they are expected to be able to use their spells in new ways which will increase their value. This will hopefully make up for their inability to cast higher level spells.

Because of the power of granting other people spells, the Marksmith greatly benefits from Glyphs on themselves in order to make both options viable.

Marksmiths also gain some martial capabilities, though not as much as other classes. The core class gives the option of a Fighting Style, Shortswords, and Light Armor for a Dex-based combatant. Green-Flame Blade and Booming Blade allow for more powerful attacks as well.

Marksmith Weaknesses

A Marksmith have two distinct weaknesses. They can't cast higher level spells, and most of their spells don't have a range higher than 30 feet. Marksmiths will usually have to be close to the melee to be effective in combat, and with their low AC and low hit dice, they have to rely on their spells to keep them alive.

In addition, Marksmiths gain a ton of benefits from Glyph Casting, but if the Marksmith is not prepared and does not create any glyphs before a fight, they will struggle compared to other classes.

Multiclassing

Should you want to multiclass into Marksmith, the prerequisites and proficiencies are listed below:

  • Prerequisite: 13 Intelligence
  • Proficiencies gained: Light armor, simple weapons, one artisan tool
Multiclassing with Spellcasters

When you are multiclassing, you gain spell points and spells as normal, but you may exchange spell slots and spell points between classes freely. For example, a character with 3 levels in marksmith and 3 levels in wizard would have 14 spell points, four 1st-level spell slot, and two 2nd-level spell slots. The character could expend 2 spell points to cast a 1st-level wizard spell, or cast a 1st-level marksmith spell at 2nd-level using a wizard spellslot.

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