Base Class: Monk
Monks who follow the Way of the Sigilist (known as Sigilists themselves) are master calligraphers, able to imbue their canvas with the spiritual resonance of the words and symbols they depict. Through the use of their ki, Sigilists can bind or ward their targets and are often relied upon to banish baleful monsters.
Grasping the power of the word could be the result of years of monastic study of ancient traditions or the gift discovered through the sublimation of a calligrapher's dedication. An adept of the Way of the Sigilist could be found among priests and inquisitors, applying their blessings to paper talismans. Some could be cloistered scribes or ritualistic tattoo artists, courtly embroiderers or wardens.
Seals of Warding
When you begin following this Way at 3rd level, you learn how to imbue talismans with your ki.
Talismans. You learn three Talismans of your choice, as shown below. You learn two additional Talismans of your choice when you reach 6th, 11th, and 17th level. In order to choose a Talisman, it must have a ki point cost equal to or less than half your proficiency bonus, rounded up. Each time you gain a level in this class, you can replace one Talisman you know with a different one.
Binding Strike. As an action, or when you hit a creature with an unarmed strike during your turn, you can apply a Talisman onto the target by expending the required number of ki points. You can choose to deal no damage with the unarmed strike in this way, and you can choose to target yourself or an object with a Talisman. You cannot, however, apply the same Talisman more than once on a single target during your turn.
If a Talisman has an effect that does not mimic a spell, it lasts for a number of turns equal to half your proficiency bonus, rounding up - otherwise, use the spell's normal duration. Some Talismans have an effect that changes when you use your Extended Talisman feature (which you get at 6th level), and are marked as such.
Ki Point Limit. On each of your turns, you can expend a maximum number of ki points equal to your proficiency bonus to use these Talismans.
Saving Throws. Some of your Talisman effects require the target to make a saving throw to resist its effects. The saving throw DC for these effects equals your Monk Ki Save DC.
Apathy Talisman
Cost: 3 Ki Points
Any effect that is causing the target to be Charmed or Frightened ends. For the Talisman's duration, the target is immune to those conditions, as well.
Binding Talisman
Cost: 3 Ki Points
The target must succeed on a Charisma saving throw or be bound by spiritual hands. While bound in this way, the target can choose to either Move, use an Action or a Bonus action on its turn - only one of the three.
Extended: The target cannot move or travel using teleportation or by extradimensional or interplanar means.
Blast Talisman
Cost: 1 Ki Point or More
The target must succeed on a Dexterity saving throw, or become charged with explosive energy. The next time the target is hit by an attack, it takes fire damage equal to one roll of your Martial Arts die per ki point you expend.
Each creature within 5 ft. of it when this Talisman is applied must succeed on a Dexterity saving throw or take fire damage equal to your Wisdom modifier.
Chain Talisman
Cost: 1 Ki Point
The Target must succeed on a Strength saving throw or be Grappled by spiritual chains. The target can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
Dispelling Talisman
Cost: 2 Ki Points or More
Any spell of a level equal to or lower than the number of ki points expended on the target ends. For each spell of a level higher than the amount of ki points you expend, make a Wisdom check, the DC of which equals 10 + the spells level. On a success, the spell ends.
Elements Talisman
Cost: 2 Ki Points
The target gains the benefits of the Protection from Energy spell.
Exorcism Talisman
Cost: 3 Ki Points
The target is the subject of the "Break Enchantment" or "Dismissal" effect of a Dispel Evil and Good spell.
Faith Talisman
Cost: 1 Ki Point
The target gains the benefits of the Protection from Evil and Good spell.
Friction Talisman
Cost: 1 Ki Point or More
Once per turn, when the target moves 5 ft. or more before the end of your next turn, it takes force damage equal to one roll of your Martial Arts die per ki point you expend for this Talisman.
Guard Talisman
Cost: 1 Ki Point
Roll your Martial Arts die. The target gains a bonus to AC equal to the number rolled.
Extended: If you make this an Extended Talisman, the bonus to AC is reduced to +1 for the duration.
Guide Talisman
Cost: 1 Ki Point
When a creature makes an attack roll against the target, you can use your reaction to give the attack advantage on that roll. If the attack hits, the attacker can also add one roll of your Martial Arts die to its damage roll for that attack.
Rally Talisman
Cost: 1 Ki Point
Each creature within 60 ft. of the target can use its reaction to move up to half its speed toward the target.
Extended: Choose up to 3 creatures - if those creatures are within 5 ft. of the target, they can make one attack as part of their reaction.
Repulsion Talisman
Cost: 2 Ki Points
Whenever a creature ends its turn within 5 ft. of the target, it must succeed on a Strength saving throw or be pushed 5 ft. away from the target.
Shroud Talisman
Cost: 2 Ki Points
Each creature that ends its turn within 5 ft. of the target takes necrotic damage equal to one roll of your Martial Arts Die.
Sightless Talisman
Cost: 2 Ki Points
The target must succeed on a Constitution saving throw or be Blinded by a blanket of pure darkness. The target can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
Extended: If the target is blinded for the Talisman's full duration, the condition lasts for 24 hours.
Silence Talisman
Cost: 1 Ki Point
The target cannot speak, emit, or provoke any sound. The target can add one roll of your Martial Arts die to any Dexterity (Stealth) check it makes.
Warding Talisman
Cost: 1 Ki Point or More
Roll a number of your Martial Arts dice equal to the ki points you expend. The target gains the sum of those dice as temporary hit points, which last for the Talisman's duration.
Weakness Talisman
Cost: 3 Ki Points
The target has vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing damage. If the target is resistant to the chosen damage type, it loses its resistance instead of gaining vulnerability. If it is immune to the type of damage, this Talisman has no effect. This effect ends when the target takes damage of the type you chose.
Extended: Instead of the effect ending when the target takes damage, the vulnerability only applies to the first instance of the chosen damage type during its turn.
Votary of Scripts
You gain proficiency with Calligrapher's Supplies, and the Arcana skill.
Moreover, you can use an action to expend 1 ki point and cast the Comprehend Languages spell, without providing material components.
Sigil Mastery
By 6th level, you master the art of scripting Talismans. You gain the following benefits:
Extended Talisman. At the start of your turn, you can choose to extend the duration of a Talisman. Choose one Talisman currently active within 30 ft. of you. That Talisman now lasts for 1 minute. When you do so, you start concentrating on the Talisman (as if you were concentrating on a spell).
Flinging Talisman. You can apply Talismans to weapons with the Thrown property that you are proficient with when you make ranged weapon attacks with them. If you do so, you must declare which Talisman you apply before making the attack roll. The weapon counts as a Monk weapon for that attack. Regardless if you hit or miss with the weapon attack, you expend the Talisman's requisite number of ki points.
Mystic Imprinting
By 11th level, you are able to enter a deep, meditative state to recall the knowledge of master Sigilists before you.
Whenever you finish a long rest, you can choose to replace one Talisman you know with a different one.
Seals of Consecration
By 17th level, your use of your Talismans becomes suffused with warding, consecrating energy.
Over the course of 1 minute, you can apply Talismans around you to ward the area, replicating the effects of the Hallow spell with a duration of 1 hour.
You can also choose to spend 24 hours applying durable Talismans - the spell's duration becomes "Until Dispelled" if used in this way. If you cast this spell in this way multiple times within the same area, you can stack the secondary effects of the spell.
Once you use this feature, you cannot use it again until you finish a long rest.







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