Base Class: Sorcerer
Blessed with the knowledge of a language no one can speak and that only an elevated few understand, the sorcerer of the Exalted Sigil uses ancient, forgotten designs and etchings that simplify complex arcane desires into focused magical effects. Only those of clear mind and true intent can wield these sigils and of those, fewer still are blessed with the awareness of this long faded dialect.
The Language of Ancients
No one knows when the first Sigil wielding sorcerers appeared and with the few that roam the land at any one time, not many people believe they exist. Only the veteran scholars of the world know more. There are legends and stories told through time. Not big stories, nothing too gaudy or spectacular, but cliffnotes and brief mentions of a long-standing and rare language that has existed since the beginning of time. This language was unique from others in one key aspect. While other languages established a system of verbal communication that was common to all who attempted to use it, Sigils differed. It is a language that cannot be spoken or understood in any verbal sense. It is instead a picturesque language, based on the intricate design of not just one word or syllable, but of an entire train of thought. Each Sigil tells a full story and the sorcerer is in charge of telling that story. Where other languages established alphabets that all could use, Sigils are far more complex. It was told that if you could line up several Sigil users and have them all cast the same spell, you would not see the same Sigil twice. There would be similarities of course, but never equals. That is because the language of Sigils is presented by the wielder and utterly unique to each individual. The sorcerer must think of what they wish to do in detail and create an image to represent that wish. They then exert their will, putting their very soul on the creation of this Sigil and once they have made it appear in the material plane, channel that Sigil into their bodies and release the arcane power within. That is but one of the reasons that Sigil users are so rare. It is not because the power is inaccessible by most, but because the sorcerer must understand that this language cannot be learned from textbooks or teachers. It cannot be spoken or read. It is an instinctual language that comes to those of clear mind and firm intentions.
Primordial Connection
The use of Sigils is not limited to the exertion of one's will on the world around them but also on the connection between the wielder and the primal, ancient forces of the universe, more specifically on the entities that represent these aspects of life. Sigils are not just an ancient language that create magical effects. By creating and releasing a Sigil, the wielder is actually communicating with another entity. The one responsible for the creation and protection of a certain piece of reality. These can be Gods, Demons, Primordials, Aberrations or any other manner of creature or unclassified entity. The sorcerer is expressing to them that they have the character and the determination required to use these powers and the beings in charge allow them access. And so it is that the flames that are spewed from the hands of these Sorcerers, emerge from the Elemental Plane of Fire. The influence they exert on other living creatures, comes from the Demons of Lust and Mischief. The strength they gain originates from Rock Elementals and Giants. And their unnatural inteligence can be granted to them by the Gods Of Knowledge. These sorcerers are not just born with power. They continue to beckon and gain access to other planes of existence and the leaders that reside in them for their arcane might.
Sigil Craft
When you choose this origin at 1st level, you gain access to Sigil Crafting. You carry with you a Tome of Sigils and in it you can design your own Sigils. Each one of these gives you access to a spell, with a casting time of 1 action, from the Bard or Paladin spell lists. These do not count to your list of spells known. As an action, on your turn, you can call to mind one of your Sigils and cast the spell it pertains to. These spells can be influenced by your Metamagic options as if you were casting the spell, with advantages and limitations applying as normal. You have 3 Sigils etched into your Tome at 1st level and you gain a new Sigil whenever you reach levels 5, 10 and 15 in this class. The spell level of the Sigils you can etch into your Tome cannot be higher than the highest spell level you have access to (see the Sorcerer table for information on Spell Levels).
Seal Of The Tome
Once you choose this sorcerous origin you gain access to your very own Tome Of Sigils. This is a unique book that allows you and only you to record, design and use your Sigils. Any other creature that attempts to read your Tome or use it's magic will see nothing but gibberish and abstract images. Your Tome is bonded to you as a part of your will. You can choose to summon the Tome or dismiss it as an action. Any attempt to destroy the Tome will merely send it to the pocket dimension it resides in when it is not in your posession. As it is a physical manifestation of your will, if you die, your Tome will remain in it's pocket dimension, if and/or when you choose to use it again. The only way to destroy the Tome is to destroy your soul.
Sigil Infusion
You learn the subtle and precise art of creating and imbuing passive Sigil designs into your physical body. As you etch these Sigils into your Tome, they appear as markings, scar patterns or tattos on your own body, granting you a permanent effect, detailed below. You start with 1 Infused Sigil at 6th level and gain one additional Sigil when you reach 10th, 15th and 20th level in this class.
Sigil of Adnachiel
The Hunter Demon increases your arcane might beyond it's natural possibilities, granting you sharper aim, to a degree that it appears that your spells are guided by outside intervention towards their targets. Add your proficiency bonus to all your Spell Attack rolls.
Sigil of Ambriel
The Great Changer grants you a modicum of control over those you interact with. You are enveloped in an invisible Aura of Intent. This Aura makes your social skills more impactful. Choose one Charisma-based skill. Everytime you roll to use that skill (whether as an Ability Check or a Saving Throw), do so with advantage. You can change which skill the Aura of Intent is applied on as an action.
Sigil of Avachiel
The Inquisitor's Sigil bestows upon you the mental acuity to know the questions and answers that other mortals don't even think to wonder about. With this Sigil you will find your mind sharper than any blade. Your Intelligence score increases by 2 and your maximum Intelligence score increases to 22.
Sigil of Blisdon
The Sigil of Blisdon grants you supernatural speed and agility. The Quick One's swiftness is infused into you granting you unparalleled reflexes. Your Dexterity score increases by 2 and your maximum Dexterity score increases to 22.
Sigil of Bornogo
The Sigil of Bornogo, grants you an inkling of his strength. The Lord of Power's might courses through your very being, enhancing your capabilities beyond mortal limitations. Your Strength score increases by 2 and your maximum Strength Score increases to 22.
Sigil of Brorges
The Lord of Woe grants your spells greater impact, allowing you to vanquish foes you normally could not. Whenever you roll the damage for a spell, roll one extra damage dice per level of the spell, halved (rounded down) to a minimum of one.
Sigil of Decarab
Decarab the Beautiful grants you physical and mental improvements to make the sight and sound of you irresistible. Your capacity to influence other creatures opinions and actions borders on the supernatural. Your Charisma score increases by 2 and your maximum Charisma score increases to 22.
Sigil of Eksusha
The God Eyed opens up the boundaries of your mind and soul, allowing to see beyond the narrow lenses of mortal creatures. Your Wisdom score increases by 2 and your maximum Wisdom score increases to 22.
Sigil of Elim
The Lord of Attrition hardens your skin and emboldens your health. Elim's power gives you the stamina and endurance of the mightiest beasts. Your Constitution score increases by 2 and your maximum Constitution score increases to 22.
Sigil Of Naberius
The Cunning Naberius allows you to gaze into places you should not see, beyond boundaries you should not pass. As an action you can give your vision an ethereal quality allowing you to see through solid objects. It lasts for 10 minutes. In darkness you can see as if under the effect of a Darkvision spell. You must complete a long rest before using this ability again.
Sigil of Surgat
The Astute Surgat empowers you with an aura that grants you warding against traps and access to all locks. This Aura of Guarded Passage nullifies all traps, whether mecanical, natural or magical and opens all locks, including those that are locked by spells, such as Arcane Lock. This aura lasts for 1 minute and extends for 30 ft. from you. You cannot use this ability again until you complete a long rest.
Sigil Of Telantes
The shape and power of a minor celestial courses through your veins, as Telantes sprouts wings from your back and improves your physical form. As an action you can activate an Exalted Form. You gain a flying speed of 30 ft. You are resistant to all damage. Your attacks deal an extra 2d10 radiant damage. This transformation lasts for 1 min., until you dismiss it as an action or until you are rendered unconscious. You can only use this ability once per long rest.
Sigil Of Tephros
The Ashkeeper Tephros grants you unnatural protection from external dangers and removes the necessity for sleep. You become immune to all poisons and diseases. You no longer need to sleep, however you can still be put to sleep by magical means. You can spend your long rests doing light activities such as reading or eating.
Sigil Of Uphir
The Stalwart Uphir protects you from harm with his barriers of endless reach. When you cast a spell, you can create an arcane barrier to absorb damage whenever you are attacked. The barrier has temporary hit points equal to double the level of the spell that was cast. You can give the barrier more hit points by casting more spells. The barrier's maximum hit points cannot be more than a quarter of your maximum hit points (rounded up)
Sigil Of Zekrathell
The hellish visage and constitution of a demon corrupts your body, as Zekrathell causes charred winged protrusions to emerge from your back and empowers your mortal body. As an action you can activate an Exalted Form. You gain a flying speed of 30 ft. You are resistant to all damage. Your attacks deal an extra 2d10 necrotic damage. This transformation lasts for 1 min., until you dismiss it as an action or until you are rendered unconscious. You can only use this ability once per long rest.
Sigil Adept
You gain ultimate control over the Sigils you have created, heightening your abilities with them. At 14th level, choose 2 Sigils that you have created from your Sigil Craft or Sigil lnfusion lists. Everytime you cast a Sigil Craft spell, you can spend 1 Sorcery Point + the level of the spell to gain Advantage when rolling for the Spell Attack, or to impose Disadvantage on one creature when rolling a Saving Throw against the effects of the spell. Whenever you become adept in one of your Infused Sigils, you gain an extra effect as detailed below. You can become adept in 3 Sigils when you reach 17th level in this class and 4 Sigils when you reach 20th level in this class. You can change which Sigils you are adept in at the end of a long rest.
Sigil of Adnachiel
The Hunter Demon Adnachiel provides you with more power for trapping and killing your prey. Whenever you cast a spell that requires a Saving Throw, add your Charisma modifier to your current spell save DC.
Sigil of Ambriel
Ambriel gives you more control over those you wish to bewitch with your silver tongue. Choose 2 Charisma based skills to get advantage on, instead of 1.
Sigil of Avachiel
The Inquisitor raises your intellect to godly proportions. Increase your Inteligence score by 1 to a new maximum of 23.
Sigil of Blisdon
Your ability to weave in and out of harmful situations reaches unthinkable speeds thanks to the Quick One's touch. Increase your Dexterity score by 1 to a new maximum of 23.
Sigil Of Bornogo
Elevate your strength to that reseeved for the mightiest beings with Bornogo's blessing. Increase your Strength score by 1 to a new maximum of 23.
Sigil of Brorges
The Lord Of Woe allows you to cause untold pain upon your foes. When you roll damage for a spell, add your Charisma modifier to the damage.
Sigil Of Decarab
Decarab makes your attempts to manipulate, convince or frighten others completely insurmountable. Increase your Charisma score by 1 to a new maximum of 23.
Sigil of Eksusha
Eksusha makes you wise beyond your years and everyone else's. Increase your Wisdom score by 1 to a new maximum of 23.
Sigil of Elim
The Lord of Attrition makes you an immovable object. Increase your Constitution score by 1 to a new maximum of 23.
Sigil of Naberius
The Cunning provides you with the eyes of immortals. You have Truesight out to 30 ft. for the duration of the Sigil.
Sigil of Surgat
Surgat the Astute grants you greater insight into your surroundings.You know the location of magical items in the Aura Of Guarded Passage. You can use an action to roll an Intelligence check with advantage to determine the school of magic of the magical item(s).
Sigil of Tephros
The Ashkeeper's protection now extends to your senses, making you even more resilient. You become immune to the Blinded and Deafened conditions.
Sigil of Uphir
Uphir's barriers become more responsive to your arcane recharge. Everytime you cast a spell, the barrier's hit points are fully restored.
Sigil Unbound
Your knowledge of the language of Sigils is absolute, granting you total mastery over the spells you have learned through Sigil Craft. At the end of a long rest you can choose 3 Sigils from your Sigil Craft spell list. You become supernaturaly attuned to these Sigils, to a subconscious degree. You can cast the spells to which they refer to at their lowest level, without expending a spell slot, or at higher levels by spending a number of Sorcery Points equal to the level at which you are trying to cast the spell. You can use this ability a number of times, per long rest, equal to your Charisma modifier + your proficiency bonus, halved (rounded up). These spells can only be of level 5 or lower.
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Posted Feb 26, 2020Yeah sorry that's on me. I should have specified. But when you make the character here you will notice that the options are level locked. I'll change that in the next update with the damage reduction and maybe a few other things. Thanks again!
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Posted Feb 25, 2020if they are level restricted as you say then they should be fine, but nothin in the descriptions actually mentions certain ones are locked behind levels only that you gain new ones at certain level points
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Posted Feb 24, 2020I can definitely lower the damage on those two sigils, however, the point about some being more powerful than others is something I'll need you to elaborate on.
You don't have access to all of them right away, they actually become available at each point and I thought the balance on those was fine. If you give me some specific grievances I'll be able to balance it out a lot more.
I also don't think the damage resistance trait is extremely overpowered for something you only get access to at level 20 (I mean that in the sense that spirit totem barbarians can get a similar feature at 3rd level and we're talking about a point in a campaign or game where you're fighting against universe ending threats).
I guess I just need you to tell me a little more specifically what you think could be altered.
Thanks for the feedback
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Posted Feb 5, 2020The sigils of zekrathel and telantes are way too powerful, total damage resistance is essentially doubling your health, an extra 2d10 damage, and it lasts a minute, which most combat encounter don't go near a minute, and it resets after a long rest. I'd make the resistances the opposite of the extra damage they deal, necrotic vs radiant and vice versa, and lower the extra damage to 2d8. Some of the etched sigils are really weak, and some are really powerful, it almost feels mandatory to take certain sigils, and never consider the others. I'd give this a major re-balance.