Fighter
Base Class: Fighter

A Sigil Warden is a master of arcane sigils, runes, and glyphs that enhance both their physical prowess and tactical abilities. Through their bond with these powerful enchantments, they become resilient warriors capable of empowering their attacks, acting swiftly in battle, and even defying death.

Level 3: Warden of Sigils

Your martial prowess is augmented by a reserve of arcane energy etched into your very being, glyphs of ancient origin that respond to your will in battle. This reserve is represented by Sigils, which fuel your subclass features.

These sigils may manifest as tattoos that trace across your skin, etch across your armor, or hover in shifting patterns around you like arcane marionettes. As their energy is spent, the sigils shimmer and change; perhaps they burn crimson with aggression, pulse gold with resolve, or fracture like glass. In battle, these runes move with purpose, each one a living glyph tied to your will.

You have a number of Sigils equal to your Fighter level. You can expend these Sigils to empower your attacks, heighten your defenses, and trigger specialized effects detailed in your Sigil Warden features.

When you finish a Long Rest, any Sigils you had remaining are lost, as their arcane energy dissipates. Your reserve is then fully replenished, restoring Sigils up to your Fighter level.

You can never have more Sigils than your Fighter level. If an effect would cause you to gain more, the excess is lost.

Some features that use Sigils may require a target to make a saving throw to resist the effect. When you do, the Sigil Warden DC is calculated as follows:

Sigil Warden DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Level 3: Sigils of Resilience

Whenever you use Second Wind, you may expend 1 Sigil to gain Temporary Hit Points equal to twice the number of Sigils you have remaining.

Level 3: Runic Alacrity

Your Sigils heighten your alertness, allowing you to act swiftly in battle. When you roll Initiative, you gain a bonus equal to half your remaining Sigils (rounded up).

Level 7: Sigil Strikes

Starting at level 7, with each Sigil expended, your strikes become more than steel—they become a command etched with magic, bending the battle to your will.

Sigil Strikes. When you successfully hit a creature with a weapon attack, you can expend 1 Sigil to cause an additional effect. The target must make a Strength saving throw against your Sigil Warden DC.

  • Disruption Mark. If the target is concentrating on a spell, it has disadvantage on the saving throw to maintain concentration.
  • Overpower Glyph. The target drops one item it is holding or is knocked Prone (your choice).
  • Futility Brand. Damage from this attack ignores resistances.
  • Force Rune. You can expend one or more Sigils on this effect. You deal an additional 2 Force damage per Sigil spent. You may use this glyph in addition to one other Sigil Strike option.

Level 10: Sigils of Reflex

At 10th level, your Sigils empower your movements in combat, granting the following options:

Reactive Guard: As a Reaction to being hit by an attack or ability, you can expend 1 Sigil to add an amount to your AC equal to the number of remaining Sigils. This bonus lasts until the beginning of your next turn.

Unbound Motion: At any time during your turn, or at the end of another creature’s turn, you can expend 3 Sigils to move up to your movement speed. This movement does not provoke opportunity attacks.

Level 15: Sigils of Devastation

You can channel the full power of your Sigils to ensure devastating traps and strikes.

Sigil of Warding: Explosive Rune. You inscribe a rune that later unleashes a magical effect, similar to the Glyph of Warding spell.

Warden's Symbol. You inscribe a symbol that later unleashes a magical effect, similar to the Symbol spell.

Inexorable Mark. When you make an attack roll, you can expend 5 Sigils to make that attack a Critical Hit. You can choose to use this feature after rolling, but before knowing whether the attack hits or misses.

Level 18: Warden's Endurance

Starting at 18th level, your Sigils are renewed by your victorious strikes. With every decisive blow, the arcane sigils bound to your soul burn brighter. Each fallen foe restores a spark of power, as if the weave itself rewards your dominance. In victory, your strength is not spent—it is reignited.

Each time you score a Critical Hit or reduce a creature to 0 Hit Points, you regain 1 Sigil.

You can’t regain Sigils in this way if it would cause you to exceed your maximum number of Sigils, which is equal to your Fighter level.

Level 18: Sigils of the Phoenix

At 18th level, your connection to the Sigils allows you to defy death itself, drawing on their power to cheat fate.

Phoenix Resurrection. When you would die, either by failing three death saving throws or taking damage that would instantly kill you, you can choose to expend 10 Sigils to avoid death. If you do, you immediately regain 10 hit points and remain conscious, and have the Prone condition.

  • This feature cannot prevent your death if your body is destroyed (such as by a Disintegrate spell), or if your soul is otherwise unwilling or unable to return.
  • Once you use this feature, you can’t use it again until you finish a Long Rest.

Phoenix Flare. As a Bonus Action, you can expend 3 Sigils to release a blazing eruption of arcane energy in a 15-foot radius centered on yourself. Each enemy creature in the area must make a Dexterity saving throw against your Sigil Warden DC.

Each creature that fails the save takes 6d6 Fire damage, or half as much on a success. You and any number of creatures of your choice within the area regain Hit Points equal to half the rolled result.

Previous Versions

Name Date Modified Views Adds Version Actions
6/28/2025 3:00:49 PM
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HB24
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6/28/2025 3:25:40 PM
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HB 24 V.2.0
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