Base Class: Wizard
Scribemages study and utilize ancient and forgotten magics. Historians, sages, seekers of knowledge, they practice the obscure School of Sigilism to create Scribe Sigils, which they use to enhance their abilities and gain temporary use of spells they otherwise might not have access to.
You use WIS to cast spells instead of INT.
Lore as Armor
Beginning when you select this school at 2nd level, you gain an unarmored bonus equal to WIS while not wearing armor. You can use a shield with this bonus.
Create Sigil
Beginning at 2nd level, you can create Sigils for yourself, up to 3 at a time, as a bonus action. The Sigil will appear as a mystical letter orbiting the caster.
To create a Sigil, choose a Level and School of magic. You gain knowledge of all spells in that Level and School, and may cast such spells so long as you have the appropriate Sigil.
As an Action, you can also launch one of your Sigils towards a target up to 50 feet away. The Sigil does 1d10 + WIS damage. Damage type is dependent on the School of magic the Sigil reflects. Sigils can be dissipated at will, requiring no action.
Force - Abjuration, Conjuration, Evocation
Psychic - Enchantment, Illusion
Necrotic - Necromancy
Radiant - Divination
Thunder - Transmutation
Extended Sigils
Starting at 6th level, your spells last longer.
Turn-based spells last 1 turn longer.
Time-based spells last 1 hour longer.
Spells with an Immediate effect now last 2 turns.
Scribe's Rebuttal
Beginning at 10th level, you can make a reactionary WIS Check whenever you are attacked. If you roll 20, you gain +1 WIS until the end of the battle. Your WIS Modifier now also increases the damage or healing done by the spells you cast.
Magic of the Ancients
Starting at 14th level, you can create extra Sigils equal to half your proficiency bonus. Your Sigils will now also provide passive buffs depending on their school of magic. The Sigil bonuses stack.
Defense of Apocrypha (Evocation) - Whenever you take melee damage, your striking enemy takes 1d4 Force damage for each Evocation Sigil.
Ward of Yomoritoko (Abjuration) - Before receiving any physical damage, reduce the damage by an additional 1d4 per Abjuration Sigil.
Masque of Faye (Enchantment) - Non-charmed enemies within 15 feet of you must make a WIS-Save or become charmed for 2 rounds per Enchantment Sigil.
Yonar's Sentry (Conjuration) - As a reaction, you can summon a Specter with +1d6 additional health and +1 proficiency equal to your number of Conjuration Sigils. You can sacrifice the Specter as a bonus action to heal yourself equal to the its health. If you already have a Specter, you cannot summon another one without Sacrificing the one you already have.
Carmella's Cape (Necromancy) - Enemies within 10 feet take 1d4 Necrotic damage (per Necromancy Sigil) per turn and you regain that much HP.
Dirge of the Lyghres (Divination) - Enemies within 8 feet per Divination Sigil must make a WIS-Save each turn or become frightened.
Homunculus Healing (Transmutation) - You heal 1d4 - 1 HP (per Transmutation Sigil) per turn.
Yafum's Doppelganger (Illusion) - You gain resistance to all nonphysical damage. If you have 4 Illusion Sigils, you become totally immune to nonphysical damage.
Previous Versions
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8/23/2023 12:42:35 AM
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