Fighter
Base Class: Fighter

Sigil Wardens study mystical symbols to imbue their weapons and armor with powerful enchantments, enhancing their combat abilities and providing protection to allies. With a strong sense of duty, they act as guardians of their realm and its inhabitants, using their knowledge of sigils to ward off attacks and create advantages in battle. Warden’s have sought out this ancient art  through careful study of the history of martial combat and learned how to apply magic runes to empower their equipment.

 

Bonus Proficiencies

3rd-level Sigil Warden feature

You gain proficiency with smith’s tools, and you gain proficiency in Arcana. If you already have proficiency in Arcana, you gain Expertise.

Sigil Adept

3rd-level Sigil Warden feature

You can use magic runes to enhance your gear. You learn three runic phrases of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one phrase you know with a different one from this feature. When you reach certain levels in this class, you learn additional phrases, as shown in the Sigils Known table.

Sigils Known
Fighter Level Number of Runes
3rd 3
7th 4
10th 5
15th 6

Whenever you finish a long rest, you can touch a number of objects equal to the number of runic phrases you know, and you inscribe a different phrase onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, or a shield. Your runes remain on an object until you remove them, and an object can bear only one of your phrases at a time with the exception of armor which can carry three phrases.

The following phrases are available to you when you learn their runes. If a phrase has a level requirement, you must be at least that level in this class to learn the runes. If a phrase requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

Sigil of Precision  Using this sigil, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this phrase, you have advantage on Wisdom (Perception) checks, and your weapon attacks score a critical hit on a roll of 19 or 20.

In addition, you can invoke the runes as a bonus action to enter a state of heightened combat focus. For 1 minute, you gain a number of Precision Dice equal to your proficiency bonus. These dice are d8s. As a part of an attack, you can expend one Precision Die and add it to the attack roll or the damage roll of a weapon attack you make. You regain all expended Precision Dice when you finish a short or long rest.

Sigil of Arcane Force. This sigil’s magic channels the fundamental energies of physical reality. While wearing or carrying an object inscribed with this phrase, your proficiency bonus is doubled for any ability check or save you make that uses your proficiency with Strength.

In addition, when you are hit by an attack that deals bludgeoning or force damage, you can use your reaction to invoke the sigil, subtly shifting the force of the blow. You take half damage from the attack, and a creature of your choice within 5 feet of you that you can see takes the other half of the damage (as force damage). Once you invoke this sigil, you can't do so again until you finish a short or long rest.

Sigil of Mental Fortress. This sigil’s magic channels the judiciousness of the ancient scribes. While wearing or carrying an object inscribed with this phrase, you have advantage on Intelligence (Investigation) checks, and you are immune to the scrying spell and similar magical effects that attempt to read your thoughts or emotions.

In addition, when you or an ally within 30 feet of you takes psychic damage, you can use your reaction to invoke the sigil. The damage is halved, and the creature that dealt the damage must make a Wisdom saving throw. On a failed save, the creature is stunned until the end of its next turn. Once you invoke this sigil, you can't do so again until you finish a short or long rest.

Sigil of the Unyielding Hide This sigil imbues the wearers skin with unyielding toughness. While wearing or carrying an object inscribed with this phrase, you have advantage on Dexterity (Acrobatics) checks made to escape a grapple or avoid being knocked prone.

In addition, you can invoke the sigil as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this sigil, you can’t do so again until you finish a short or long rest.

Sigil of Syntropy (7th Level or Higher). This sigil's magic evokes the power of creative aspect of nature that resists entropy. While wearing or carrying an object inscribed with this phrase, you have advantage on saving throws against poison and disease.

In addition, you can invoke the sigil as a bonus action to bolster your body's defenses. For 10 minutes, you gain resistance to acid and necrotic damage, and you gain temporary hit points equal to your level + your Constitution modifier. Once you invoke this sigil, you can't do so again until you finish a short or long rest.

Elemental Ward (7th Level or Higher). These runes emulates the elemental magic used by some elemancers. While wearing or carrying an object inscribed with this phrase, you have resistance to elemental damage from Fire, Cold, Lightning and Thunder.

In addition, when you are hit by an elemental damage type, you can use your reaction to invoke the runes and choose to ignore the damage from an elemental type like Fire, Cold, Lightning and Thunder. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

 

Elemental Ward

These runes emulates the elemental magic used by some elemancers. While wearing or carrying an object inscribed with this phrase, you have resistance to elemental damage from Fire, Cold, Lightning and Thunder.

In addition, when you are hit by an elemental damage type, you can use your reaction to invoke the runes and choose to ignore the damage from an elemental type like Fire, Cold, Lightning and Thunder. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Sigil of Arcane Force

This sigil’s magic channels the fundamental energies of physical reality. While wearing or carrying an object inscribed with this sigil, your proficiency bonus is doubled for any ability check or save you make that uses your proficiency with Strength.

In addition, when you are hit by an attack that deals bludgeoning or force damage, you can use your reaction to invoke the sigil, subtly shifting the force of the blow. You take half damage from the attack, and a creature of your choice within 5 feet of you that you can see takes the other half of the damage (as force damage). Once you invoke this sigil, you can't do so again until you finish a short or long rest.

Sigil of Mental Fortress

This sigil’s magic channels the judiciousness of the ancient scribes. While wearing or carrying an object inscribed with this phrase, you have advantage on Intelligence (Investigation) checks, and you are immune to the scrying spell and similar magical effects that attempt to read your thoughts or emotions.

In addition, when you or an ally within 30 feet of you takes psychic damage, you can use your reaction to invoke the sigil. The damage is halved, and the creature that dealt the damage must make a Wisdom saving throw. On a failed save, the creature is stunned until the end of its next turn. Once you invoke this sigil, you can't do so again until you finish a short or long rest.

Sigil of Precision

Using this sigil, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this phrase, you have advantage on Wisdom (Perception) checks, and your weapon attacks score a critical hit on a roll of 19 or 20.

In addition, you can invoke the runes as a bonus action to enter a state of heightened combat focus. For 1 minute, you gain a number of Precision Dice equal to your proficiency bonus. These dice are d8s. As a part of an attack, you can expend one Precision Die and add it to the attack roll or the damage roll of a weapon attack you make. You regain all expended Precision Dice when you finish a short or long rest.

 

Sigil of Syntropy

This sigil's magic evokes the power of creative aspect of nature that resists entropy. While wearing or carrying an object inscribed with this phrase, you have advantage on saving throws against poison and disease.

In addition, you can invoke the sigil as a bonus action to bolster your body's defenses. For 10 minutes, you gain resistance to acid and necrotic damage, and you gain temporary hit points equal to your level + your Constitution modifier. Once you invoke this sigil, you can't do so again until you finish a short or long rest.

Sigil of the Unyielding Hide

This sigil imbues the wearers skin with unyielding toughness. While wearing or carrying an object inscribed with this phrase, you have advantage on Dexterity (Acrobatics) checks made to escape a grapple or avoid being knocked prone.

In addition, you can invoke the sigil as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this sigil, you can’t do so again until you finish a short or long rest.

Ancient Warding

3rd-level Sigil Warden feature

As a bonus action, you invoke a protective ward based on ancient magical principles. For 1 minute, you gain the following benefits:

  • You have advantage on saving throws against spells and other magical effects. 
  • When you succeed on a saving throw against a spell or magical effect that targets only you, you can use your reaction to reflect a portion of the spell's energy. If the spell dealt damage, the creature that cast the spell takes force damage equal to half the damage you would have taken (before applying the save). If it was a non-damaging effect, roll a d4, and on a 4, you learn one detail of the creature's magical ability.
  • You can understand, but not speak, all spoken languages.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Protective Ward

7th-level Sigil Warden feature

You learn to invoke your runic knowledge to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant that creature resistance to the damage of that attack.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Weapon Bond

10th-level Sigil Warden feature

 

Choose one weapon you are proficient with. The magic of your runes permanently bonds with that weapon. The weapon becomes a +1 magic weapon (if it isn't already), and you can't be disarmed of that weapon unless you are incapacitated.

Additionally, whenever you inscribe a rune on this weapon the DC increases by +1.

Master of Runes

15th-level Sigil Warden feature

You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

Runic Plating

18th-level Sigil Warden feature

You learn how to inscribe runes of reinforcement onto your armor. While wearing armor you are proficient with, you gain a +2 bonus to your AC. This bonus doesn't stack with magical bonuses to AC from the armor itself.

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