Base Class: Rogue
Ghost writers are an ascetic clan of rogues who use calligraphy-based magic to bind and subdue their targets. They spend long hours not only honing their bodies, but also perfecting their brush strokes, viewing each as one half of the same art. Their signature Spell Tags can be crafted to suit almost any purpose, allowing ghost writers to use their stores of knowledge prepare for whatever the situation calls for.
While many assume they only deal in the paranormal, ghost writers also operate in the mundane and darker aspects of the criminal world, underwriting the doom of many and being authors of very, very petty theft as well. Though they excel in tracking and shutting down threats, their Spell Tags can become protective charms, as well- in fact, there are some temples who have ghost writers that specialize almost entirely the more defensive areas of their magic. Whatever stripe of ghost writer you are, your destiny is still unwritten, and your adventures may just be the start of a new chapter in history.
Spell Tag
Starting at 3rd level, You can use the bonus action granted by your Cunning Action to plant a Spell Tag on a creature: it must make a DEX save if it is unwilling, and the tag is stuck on it if it fails; a successful save against placing a tag does not count as a use, though you still lose the action. While the tag is on the target, you can treat it as a favored enemy and your attacks against it count as magical for the purposes of overcoming resistances. The tag lasts until either you or the target is reduced to 0 HP. Additionally, you have proficiency with Calligrapher's Supplies.
Scriptomancy
When you choose this archetype at 3rd level, you learn glyphs that, when written with a special ink you've learned to prepare, can be activated to produce magical effects. As an action you can activate a Spell Tag to cast its magic from its location if you are in range. You can only cast one effect of a kind from a single tag, which have room for two different spells, though all uses count towards your limit. You can choose two spell effects now, and others at additional levels; when you learn a new one, you can choose to replace one you previously knew. INT is your ability score for this feature. You can only carry a total number of tags equal to your spell save DC.
Binding Chains
Glowing ethereal chains whip out from the Spell Tag and coil around the target locking it in place. Any creature the spell tag is on must make a DEX save: on a failure it is Restrained for one minute and repeats the saving throw at the start of its turns, being no longer Restrained on a success.
Divine Seal: Fate
Make an Arcana check when you create this seal. Then, when it is activated, for one minute you can take points from your check result to add or subtract them from a d20 roll the target the Spell Tag is attached to makes; you can make this substitution once a round until you have no points left.
Divine Seal: Heroic Virtue
Your Spell Tag radiates a strengthening aura of golden light, and for one minute the target it is attached to has resistance to non-magical Bludgeoning, Slashing, and Piercing damage, and advantage on saving throws against magic.
Divine Seal: Judgement
Your Spell Tag flares with a brilliant light. If the target your Spell Tag is attached to has less Hit Point than a roll of your Sneak Attack die, it is automatically reduced to zero hit points; otherwise, it takes Force damage equal to the die rolled.
Ethereal Step
Flickering, you vanish from sight, teleporting up to 30 feet to an unoccupied space within 5 feet of you Spell Tag.
Fiery Explosion
You detonate the magical energy within your Spell Tag, unleashing a blast of fire. Any creature within 10 feet of the tag must make a CON saving throw, and take Fire damage equal to your Sneak Attack die on a failure, or half damage on a success; the explosion deals double damage to structures, and unattended objects in range are automatically set on fire.
Mystic Ward
A protective barrier of shimmering translucent energy surrounds the Spell Tag. The target the tag is attached to has a bonus to AC equal to your INT modifier(minimum 1) for one minute.
Noxious Haze
The target your Spell Tag is attached to emits a dark gas with a nauseating odor. For the next minute, any creature that can breathe and starts its turn within 10 feet of the tag must make a CON saving throw: on a failure it takes a cumulative 1d6 Poison damage for each failure against this feature; on a success, it only takes 1d6 Poison damage. A creature the tag is attached to can also make a DEX save at the end of its turns, ending this effect on a success. The gas lightly obscures spaces it is in and spreads around corners, and can be dispersed by a medium wind, otherwise lasting for the duration.
Pacifying Seal
Your Spell Tag pulses with a ethereal light, dissipating the force behind the attacks of the target it is attached to. The target must make a Wisdom saving throw: on a failure, for the next minute it has a penalty to every damage roll it makes equal to your INT modifier, and cannot critically strike; the target repeats the save at the start of its turns, and is no longer affected on a success.
Restorative Glow
A soothing glow radiates from your Spell Tag, healing any creature it is attached to and causing it to regain hit points equal to half of your Sneak Attack die.
Scorching Curse
Your Spell Tag glows with a red-hot heat that gets even higher with motion. Any creature the tag is attached to must make a WIS save: on a failure, for one minute it takes 1d6 Fire damage for each 10 feet of movement it willingly spends; it can repeat the save at the start of its turns, and is no longer affected on a success.
Severing Void
Your Spell Tag briefly opens into a portal, drawing the target it is attached to inside. If the tag is attached to an unwilling creature or object in an unwilling creature's possession, it must make a WIS saving throw: on a failure, the target is stored in the tag in a harmless demiplane for 1 minute if it is Medium size or smaller; a creature can repeat the saving throw at the start of its turns, and on a success it reappears in an unoccupied space within 5 feet of the tag. At level 17 the duration extends to 10 minutes for a creature, and an hour for an object. This effects ends early if the tag is destroyed or if you choose to do so as a bonus action.
Shadow Hex
Glowing with an eerie light, your Spell Tag causes the target it is attached to to take extra Necrotic damage equal to your INT modifier from all sources for one minute; creatures must make a WIS saving throw against this effect at the start of their turn, and are no longer affected by it on a success.
Steel Aegis
The target your Spell Tag is attached to is shrouded in a silvery layer of force, reducing damage it takes from any source by your INT modifier for the next minute.
Thunderbolt
A bolt of lightning strikes the down on the Spell Tag, shocking and temporarily dazing the target. Any creature the tag is attached to must make a DEX save: it takes Lightning damage equal to your Sneak Attack die and can't take reactions until the end of your next turn on a failure, and half damage on a success.
Arcane Veil
Starting at 9th level, you have learned minor sigils that will obscure your presence when near other tags. While within 15 feet of a Spell Tag you have placed on a target, opportunity attack rolls against you have disadvantage, you can move through but not end your turn in the spaces of other creatures, and you can attempt to hide even when only lightly obscured by vines, falling snow, or similar phenomena.
Luck Charm
By 13th level, you have mastered subtle yet potent glyphs of good luck that protect the charm bearer. You and allies who are carrying one of your Spell Tags have a +1 bonus to AC and saving throws.
Spell Blade
When you reach 17th level, you have mastered complex and characters that can unleash explosive power when they react to your other sigils. Against targets one of your Spell Tags is attached to, your Sneak Attack deals INT modifier extra die of damage. Once a turn, you can deal 1d6 extra damage on a melee weapon attack or one of your Spell Tag spells.
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