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Sigils

Animated

The inscribed object is imbued with a limited sentience that allows it to work in tandem with its user. The inscribed object’s wearer or wielder is considered proficient with it, even if the creature normally lacks proficiency with that type of armor or weapon.   Shield. The inscribed object hovers in its wielder’s space and protects it, continuing to grant its AC bonus while leaving the wielder’s hands free.   Weapon. The inscribed object gains the thrown (range 20/60) property if it doesn’t have a thrown property, or its normal and long range are doubled if it has a thrown property. It also returns to the a!acker’s hand immediately following a ranged weapon a!ack.  

Conduit

The inscribed object becomes a channel for magic.The inscribed object’s wearer or wielder can use it as a spellcasting focus for spells it casts. Once per turn when the creature deals damage to a target with a spell cast through the inscribed object, it can cause that target to take additional damage from the spell equal to your Sigil Die.  

Elemental

When you add this sigil to your spellbook, choose one of the following damage types: acid, cold, fire,force, lightning, necrotic, poison, psychic, radiant, or thunder. The inscribed object is imbued with power of the chosen type. You can add this sigil to your spellbook multiple times, choosing a different damage type each time.Each damage type counts as a different sigil.   Armor or Shield. The first time each turn the creature wearing or carrying the inscribed object would take damage of the chosen type, it rolls your Sigil Die and reduces the damage by the result.   Weapon. The first time each turn a creature hits with an attack using the inscribed object, the a!ack deals additional damage of the chosen type equal to your Sigil Die.  

Hardness

The inscribed object becomes sturdier and more powerful.   Once you reach 10th level in this class, the sigil’s bonus doubles.   Armor or Shield. The creature wearing or wielding the inscribed object gains a +1 bonus to AC, to a maximum bonus of +3 if the object already has a magical property that grants a bonus to AC.   Weapon. The inscribed object grants a +2 bonus to damage rolls made with it  

Kinetic

The inscribed object is charged with kinetic energy that pushes against objects it hits with force.   Once you reach 10th level in this class, the sigil’s push increases to 10 feet.   Armor or Shield. The first time each turn the creature wearing or carrying the inscribed object is hit by a melee a!ack, the a!acker is pushed 5 feet straight away from the target.   Weapon. The first time each turn a creature hits with an a!ack using the inscribed object, the target is pushed 5 feet straight away from the attacker.  

Lightness

The inscribed object’s weight is halved.   Armor. If the inscribed object normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, it loses those properties.   Weapon. The inscribed object loses the heavy property if it has it, and gains the light property if it doesn’t normally have the heavy property.  

Severity

The inscribed object becomes be!er at causing or avoiding grievous wounds.   Armor or Shield. Any critical hit against the creature wearing or wielding the inscribed object becomes a normal hit.   Weapon. Attacks with the inscribed object score a critical hit on a roll of 19 or 20 on the d20.  

Slaying

When you add this sigil to your spellbook, choose one of the following creature types: aberrations, beasts,celestials, constructs, dragons, elementals, fey, fiends,giants, monstrosities, oozes, plants, or undead. The inscribed object makes its wielder be!er at comba!ing creatures of the chosen type.   You can add this sigil to your spellbook multiple times, choosing a different creature type each time.Each creature type counts as a different sigil.   Armor or Shield. Each time the creature wearing or carrying the inscribed object would take damage from an attack from a creature of the chosen type, it rolls your Sigil Die and reduces the damage by the result.   Weapon. Each time an a!ack using the inscribed object hits a creature of the chosen type, the a!ack deals additional damage equal to your Sigil Die.  

Speed

The inscribed object bolsters its user’s agility.   Armor or Shield. The inscribed object’s wearer or wielder can use a bonus action on its turn to take the Dash action.   Weapon. If the inscribed object’s wielder takes the Attack action on its turn, the creature can use a bonus action this turn to make one additional weapon a!ack with the inscribed weapon. This bonus a!ack deals half damage on a hit, unless your wizard level is 10or higher.  

Warning

The inscribed object is imbued with a limited sentience that warns its user of danger. The inscribed object’s wearer or wielder has advantage on initiative rolls, can’t be surprised except by magical means, and is magically awoken if it is sleeping naturally when combat begins.