Minor Mark (5e Spell)
4th-level Evocation (ritual) | |
Casting time: | 1 action |
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Range: | 30 feet |
Components: | V, S, M (a fire ruby worth at least 100 gp) |
Duration: | Concentration, up to 10 minutes |
You point to a creature you can see within range, mutter arcane words, and trace a certain sigil described by this spell. For the duration, the sigil is visible dimly glowing above the target, and the target gains certain benefits depending on the sigil chosen, as detailed below. When the target rolls the highest number possible on a damage die under certain conditions specified by the sigil, that die "explodes": the target can roll that die a second time and add either or both rolls to the damage total. The additional dice rolled can also "explode", but the target cannot add more than 4 dice to a single damage roll this way.
Alchemist's Mark: This sigil consists of a rectangle filled with several small circles, resembling a bubbling container. When you choose this sigil, every time the target rolls acid or poison damage dice, those dice can explode. Additionally, the target has resistance to poison damage and cannot be poisoned.
Angel's Mark: This sigil consists of a inverted triangle radiating six wavy lines with a smaller circle above, resembling a winged figure with a halo. When you choose this sigil, every time the target rolls radiant damage dice, those dice can explode. In addition, the target has advantage on saving throws to avoid taking radiant damage.
Soldier's Mark: This sigil consists of a semicircle with a line through it and an inverted cruciform, resembling a bow and sword. When you choose this sigil, every time the target rolls bludgeoning, piercing, or slashing damage dice for a weapon attack, those dice can explode.
Tempest's Mark: This sigil consists of a rough ellipse over several jagged lines, resembling a storm cloud. When you choose this sigil, every time the target rolls a lightning or thunder damage die, those dice can explode. Additionally, the target has advantage on ability checks and saving throws made to swim or to avoid being moved by wind or water.
Thief's Mark: This sigil consists of an acute triangle with a line coming out of the base and a teardrop, resembling a dagger and pouch. When you choose this sigil, every time the target scores a critical hit on an attack roll, the damage dice for that attack can explode. Additionally, the target can use a bonus action to take the Dash, Disengage, or Hide action.
At Higher Levels. When you cast this spell using a spell slot of 7th level, the limit on additional dice added to damage rolls increases to 7.
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