Magical Sigils Image
Prerequisite: An intelligence score higher than 11
 

Magical sigils are special tattoos that can be inscribed in skin and grant their bearer special effects. Many cultures, races and groups have used these sigils, from true giants to gnomes and some fey. From one of these groups, you learned the art of inscribing sigils.

You gain the ability to inscribe temporary sigils on yourself and your companions. You gain proficiency in Calligrapher's Supplies if you don’t already have it. Each long rest, you can inscribe up to two sigils. If a sigil requires the target to make a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence, Charisma or Wisdom modifier (your choice when you inscribe the sigil; minimum of 11) and the attack modifier equals your save DC minus 8 . If you inscribe a sigil while you already have two sigils inscribed, you must choose one to vanish. Sigils that have limited uses are restored each time that the bearer takes a long rest, and limited uses only apply for each individual sigil. Choose from the options below:

Strengthening Sigil: Choose an ability score. The bearer's ability score increases by one, to a maximum of 21. You can have only one of these tattoos inscribed at a time, meaning you can't take this option twice.

Binding Sigil: A creature with this sigil can use it as an action, targeting a creature within 30 feet. That creature must succeed on a Dexterity saving throw or become restrained for one minute. Huge or larger targets have advantage on this saving throw. The target can repeat this saving throw at the end of each turn, releasing itself from the condition on a success. You can only have one creature restrained in such a way per sigil. The sigil can be used a number of times equal to half your proficiency bonus (rounded up).

Choking Sigil. The bearer of this sigil can activate it as an action, targeting a creature within 30 feet. The target must succeed on a Strength saving throw or start suffocating for up to ten minutes. Huge or larger targets have advantage on this saving throw. While suffocating in this way, the target takes 1d6 Bludgeoning damage at the start of each of its turns. The target can repeat this saving throw as an action, releasing itself from the condition on a success. You can only have one creature suffocating in such a way per sigil. The sigil can be used a number of times equal to half your proficiency bonus (rounded up).

Grasping Sigil. The bearer of this sigil can use a bonus action to activate it and cast Mage Hand. The bearer can control the hand as a bonus action instead of as an action. If an action is used to control the hand, it can make a melee spell attack to a creature within 5 feet of it. If it hits, the attack deals 2d6 Bludgeoning damage.

Empowering Sigil. This sigil can be activated immediately before the bearer makes a D20 test. Using the sigil allows the bearer to add advantage to the roll. The sigil can be used a number of times equal to half your proficiency bonus (rounded up).

Weakening Sigil. This sigil can be activated immediately before a creature within 60 feet of the bearer that the bearer can see makes a D20 Test. Using the sigil allows the bearer to add disadvantage to the roll. The sigil can be used a number of times equal to half your proficiency bonus (rounded up).

Master Sigil. The master sigil can be used to cause any of the effects above, but it can only be used once. If it replicates the effect of Strengthening Sigil, the bearer gains the ability score increase for one hour.

Magical Sigils Image

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