Minor Mark (5e Spell)

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Minor Mark
4th-level Evocation
Casting time: 1 action
Range: 30 feet
Components: V,S,M (a fire ruby worth at least 100 gp)
Duration: Concentration, up to 10 minutes


As an action, you point to a creature you can see in range, mutter arcane words, and trace a certain sigil described by this spell. As long as you concentrate, up to 10 minutes, the target gains the benefits of the sigil you chose. The sigil is visible over the target's head while you cast the spell.

Alchemist's Mark: This sigil consists of a rectangle in which resides countless tiny circles. When you choose this sigil, every time the target rolls an acid or poison damage die, those dice are exploding, up to 4 explosions each.

Angel's Mark: This sigil consists of a circle in which resides two smaller circles, the larger of which exudes six wavy lines. When you choose this sigil, every time the target rolls a radiant damage die, those dice are exploding, up to 4 explosions each. In addition, the target gains resistance to and advantage against saving throws involving radiant damage.

Soldier's Mark: This sigil consists of an inward-curved semicircle with a slash through the middle coupled by a cross on the right side. It resembles a blade and bow. When you choose this sigil, every time the target rolls an innate* damage die from a weapon, those dice are exploding, up to 4 explosions each.

Tempest's Mark: This sigil consists of a bumpy ellipse over several irregularly bent lines, resembling a storm cloud. When you choose this sigil, every time the target rolls a lightning or thunder damage die, those dice are exploding, up to 4 explosions each.

Thief's Mark: This sigil consists of a pouch and boot, each simplistically drawn. When you choose this sigil, every time the target is critically hit by an attack, you can use your reaction to make it a normal hit. Additionally, the target can dash or hide as a bonus action.

Note*: Innate damage dice do not include spells cast to amplify damage nor features such as the Rogue's Sneak Attack.

At Higher Levels. When you cast this spell at 7th level, the limit on any exploding dice increases to 7.

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