Major Mark (5e Spell)
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7th-level Evocation | |
Casting time: | 1 action |
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Range: | 60 feet |
Components: | V,S,M (a fire ruby worth at least 500 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.
Assassin's Mark: This sigil consists of a diagonal cross and a water droplet encircled by two thin circles. When you choose this sigil, every time the target rolls a damage die from a weapon, those dice are exploding, up to 7 explosions each. Additionally, you or the target can expend a bonus action to grant it advantage on its next attack roll against a creature with a lower initiative than it.
Evoker's Mark: This sigil consists of a flame, water droplet, snowflake, and wispy lines. When you choose this sigil, every time the target rolls an acid, cold, fire, lightning, or thunder damage, those dice are exploding, up to 7 explosions each.
Gravekeeper's Mark: This sigil consists of an X, the top left end of which is tipped with a curved line, and the bottom right end of which is tipped with a ū-like symbol. When you choose this sigil, every time the target rolls a necrotic or poison damage die, that die is exploding, up to 7 explosions each. In addition, the target gains resistance to and advantage against saving throws involving necrotic damage, and it cannot be raised as undead as long as this spell is active.
Lunatic's Mark: This sigil consists of two small spheres with dots in their centers. When you choose this sigil, every time the target rolls a psychic damage die, that die is exploding, up to 7 explosions each. In addition, the target has advantage on saving throws to resist being charmed and frightened.
Keeper's Mark: This sigil consists of an upside down triangle containing a simplistic bird. When you choose this sigil, every time a damage die is rolled at maximum value against the target, it gains +1 to is AC, up to +5 total. Additionally, the target can expend one of these bonuses to AC to negate all damage done by a single attack.
Shaman's Mark: This sigil consists of a leaf and water droplet, under which lies a sideways humanoid palm. When you choose this sigil, every time the target rolls a healing die, those dice are exploding, up to 3 explosions each. Each time the target heals or is healed, add a number of temporary hit points equal to your spellcasting modifier to the target and any other affected party. Additionally, the target can simulate Spare the Dying at will.
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