Sigil Warden (5e Class)

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Sigil Warden[edit]

Elemental Benders[edit]

Sigil wardens study an old and secretive style of magic - the sigilistic magic. This arcane practice consists in using the occult symbols known as Sigils, patterns that symbolize the four primordial planes - Air, Earth, Fire and Water. A primordial sigil is a name of sorts, the prime word that symbolizes an element and everything that said element represents. By drawing the symbol, and focusing their intent, a sigil warden is capable of bending that element to its will.

To learn how to use the sigil, the warden must learn the three pillars of the sigilistic magic: comprehension, conjuration and control. Comprehending the sigil gives them the ability to understand the primordial language, and the knowledge of how to use its will to control the sigil; conjuration gives them the ability to invoke the element from the primordial plane in its raw form; controlling the element allows them to dominate and shape the elements in their own home plane, usually through the use of spellcasting.

Wild Guardians[edit]

It is said that the first sigil wardens have been trained by an order of druids, with the purpose of protecting the natural world against the relentless expansion and destruction of humanity, and against the pervasive influence of antinatural beings. They are trained in wild places, which also are were they congregate from time to time.

Uncanny Resilience[edit]

During a warden training, they must learn how to endure the savagery of untamed lands, resisting hazardous weathers and living in harsh wild conditions. They also must endure constant beatings and combat training to harden their bodies, and long hours of study and meditation, to hone their minds and spirits.

The vigor of a Wild Guardian is legendary, and their wild training have granted them physical and mental fortitude unmatched by any other.

Destroyer of the Unnatural[edit]

Creating a Sigil Warden[edit]

Quick Build

Class Features

As a Sigil Warden you gain the following class features.

Hit Points

Hit Dice: 1d10 per Sigil Warden level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Sigil Warden level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Sigil Warden

Level Proficiency
Bonus
Features Vigor Die Elemental Ward Radius
1st +2 Abomination Slayer,Vigor, Sigilic Magic 1d4
2nd +2 Elemental Ward 1d4 5 ft.
3rd +2 Warden Fellowship 1d4 10 ft.
4th +2 Ability Score Improvement 1d4 10 ft.
5th +3 Extra Attack, Abomination Slayer (Slayer Strike) 1d6 15 ft.
6th +3 Elemental Sigil (2) 1d6 15 ft.
7th +3 Fellowship Feature 1d6 15 ft.
8th +3 Ability Score Improvement 1d6 15 ft.
9th +4 Elemental Mastery (Secondary Element) 1d8 20 ft.
10th +4 Fellowship Feature 1d8 20 ft.
11th +4 Relentless Vigor 1d8 20 ft.
12th +4 Ability Score Improvement 1d8 20 ft.
13th +5 Anti Element, Elemental Sigil (3) 1d10 25 ft.
14th +5 Undefeated Warden 1d10 25 ft.
15th +5 Fellowship Feature 1d10 25 ft.
16th +5 Ability Score Improvement 1d10 25 ft.
17th +6 Timeless Body 1d12 30 ft.
18th +6 Fellowship Feature 1d12 30 ft.
19th +6 Ability Score Improvement 1d12 30 ft.
20th +6 Elemental Sigil (4) 1d12 30 ft.

Abomination Slayer[edit]

Starting at 1st level, you are a dedicated hunter of unnatural beings. You have advantage on Wisdom (Survival) checks to track abominations (which are aberrations, constructs, demons and undead), as well as on Intelligence checks to recall information about such creatures.

At 5th level, you can attempt to kill such abominations with a slayer strike. When you hit an abomination with a weapon attack, you can attempt to slay it on a single strike. You must declare the strike before making the attack. On a hit, the attack causes the normal effects, and if the target is reduced to an amount of hit points equal to 5 x your Sigil Warden level or lower, it is instantly killed. You can't use this feature again until you finish a long rest.

Vigor[edit]

At 1st level, your tough and hard training under harsh conditions have give you inner reserves of physical and mental fortitude. This fortitude is represented by your Vigor die, a d4.

Vigorous Action

When you make an ability check, attack roll, damage roll or saving throw, you can add your Vigor die to the result. You can also roll your vigor die to reduce damage you take by the number rolled.

You can also use your Vigor die to empower your sigils, as will be explained further on this article.

Losing and Regaining Vigor

When you roll a Vigor die and have a result above your proficiency bonus, or when you roll the maximum number possible on that die, your Vigor die is reduced. Reducing a die changes the type of die rolled to a smaller size die: a d6 becomes a d4, for example. Reducing a d4 makes vigor unavailable to you until you finish a short or a long rest.

Upon finishing a short or long rest, your Vigor is restored to its full size.

Sigilic Magic[edit]

Starting at 1st level, you learn how to understand, conjure and control the elements using magical the magical symbols called sigils. Choose one of the following sigils: air, earth, fire or water. The sigil benefits are described at the end of the class description, in the Elemental Sigils section.

You learn a new elemental sigil at 6th, and again at 13th level and 20th level.

Sigilic Spell List

Each sigil grant you a list of spells. Whenever you cast a spell, your vigor die is instantly reduced by one size. Sigil cantrips don't reduce your vigor die. The spell is cast at a level equal to your proficiency bonus -1.

Sigilic spells don't require material or verbal components, but all of them require a somatic component (even if the spell originally don't have one). You can't cast sigilic spells if you don't have at least one free hand.

You can cast sigilic spells a number of times equal to your proficiency bonus, being unable to do so again until you finish a long rest.

Raw Conjuration

You gain the ability to conjure the element from the primordial planes directly, by tracing the sigil in the air and blasting it forward. You can forgo an attack made as part of the attack action to force a creature within 30 feet to make a saving throw determined by the sigil used, or suffer the raw conjuration effects.

You need a free hand in order to cast the raw conjuration.

Amplify Conjuration

You can amplify your raw conjurations by using your vigor die. You must decide to do so before choosing your target.

Empowered Conjuration. You can roll your Vigor die to cause damage (from a type determined by the sigil) to a creature that fails the save, in addition to the conjuration normal effects. The damage caused equals your Wisdom modifier x half the number rolled on the die (rounded up).
Enduring Conjuration. An area of 5-foot radius cube around the target of your conjuration is affected by the chosen element. Creatures that enter this area for the first time, or end their turn there, must succeed on a saving throw, or suffer the element's amplification effect.
Expanded Conjuration. You can roll your Vigor die twice to expand the area of the conjuration. The conjuration affects an area (15-foot cone, 30 feet by 5 feet line or 10-foot radius). All creatures in the area must succeed on the save, or suffer the conjuration effect.

Elemental Ward[edit]

Starting at 2nd, you are capable of using your sigils to create an energy ward. The ward is active whenever you are conscious, and have an area of 5-foot radius. The area increases as you gain levels in this class. When you are forced to make a saving throw against an effect that affects an area (such as a cone, sphere, radius, or line, between others) that causes damage from the type related to a Sigil you have, you can roll your Vigor die as a reaction and make a Wisdom saving throw against the effect save DC. On a success, you automatically fail the saving throw against the effect, but all other creatures within the ward automatically succeed. If the effect is a spell, your die is automatically reduced.

In addition, each Sigil grants you a specific benefit, related to the elemental ward use.

Sigil Vigor[edit]

Starting at 3rd level, whenever you use your Vigorous Action feature, you can also trigger the related effect of your chosen elemental sigil. If you know more than one sigil, you must choose one of them to be triggered.

Warden Fellowship[edit]

At 3rd level, you can choose to join a warden fellowship, were your abilities will be honed in a specific direction. Your choice of fellowships are presented below. Your chosen fellowship give you features at 3rd level, and again at 7th, 10th, 15th and 18th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Moreover, you can replace an attack by a casting of a Sigil Cantrip.

Elemental Mastery[edit]

Starting at 9th level, you learn how to combine your two sigils to create a third sigil, a sigil of a secondary element. Doing so require you to write two sigils at the same time, one with each hand. Thus, you need both hands free in order to use a secondary element, and to gain its benefits.

Secondary Element Conjurations

You can conjure the secondary elements using this feature, but only in its raw form. Doing so reduces your Vigor die in one size.

Relentless Vigor[edit]

Starting at 11th level, if your vigor die is unavailable at the start of your turn, you regain your vigor die. The vigor die gained using this feature is always a d4.

Anti Element[edit]

Starting at 13th level, you are able to absorb the element you are able to create from your sigil, conjuring an anti-element. You can use the Anti Element trait from your known sigils.

In addition, you can cast absorb elements at will, without spending spell slots.

Undefeated Warden[edit]

When you reach the 14th level, you are relentless in combat, as your vigor allows you to keep fighting beyond death. Whenever you are reduced to 0 hit points, you can roll your Vigor die to be reduced to 1 hit point instead. When you do so, you also gain temporary hit points equal to the number rolled on the die.

Timeless Body[edit]

Starting at 17th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Warden Fellowship[edit]

Fellowship of the Longstriders[edit]

Itinerant order of wardens.

Fellowship of the Marked[edit]

Sigil wardens that become elementals by marking themselves with runes

Fellowship of the Planekeepers[edit]

Protectors from of the material plane, hunters of abominations

Detect Abomination

Starting at 3rd level, you gain the ability to magically sense the presence of antinatural creatures. As an action, you can detect the distance and direction of the closest abomination within 1 mile of you. You also can detect portals that lead to the Abyss or the Far Realm.

Once you use this feature, you can't use it again until you finish a short or long rest, unless you choose to roll a Vigor die to do so again.

Fellowship of the Old Tradition[edit]

Warriors who reject modernity and embrace the wild

Bonus Proficiencies

At 3rd level, you gain proficiency with Athletics and Nature, if you don't have it already.

In addition, whenever you roll a Vigor die when making a check with these skills, you can roll the vigor die twice and choose the highest result.

Feral Warriors

Starting at 3rd level, you adopt the brutal and savage combat style from the wardens of yore. Whenever you add your vigor die to the damage roll of a melee weapon attack or unarmed strike, you can use your bonus action to make an additional attack with a weapon or unarmed strike. You must be wielding a simple melee weapon, or a martial weapon that lacks the heavy or two-handed properties.

Raw Expulsion

Also at 10th level, you are better than your peers at using the pure and raw conjuration of the elemental sigils. You can cause maximum damage when using your Raw Conjuration feature. Once you do so, you can't do it again until you finish a short or a long rest, unless you choose to suffer 1 level of exhaustion to do so again.

Fellowship of the Primordial Knights[edit]

Order of knights that act as ambassadors of nature in civilized areas, and are deep students of magic.

Bonus Proficiencies

Starting when you choose this fellowship at 3rd level, you gain proficiency with heavy armor and shields.

In addition, you gain proficiency with the Arcana skill, if you don't already have it. If you do, you gain proficiency with Nature or History instead.

Sigil Expert

At 3rd level, you have a deeper knowledge about sigils than most wardens, learning not only more about sigils, but how to better use them. You gain the following benefits:

Additional Sigil. You learn one additional elemental sigil of your choice.

Primordial Shaper.

Sigil Runes

At 7th level, you learn how to inscribe your sigils on your equipment, by turning them into written runes. You can write your sigils in the rune form on weapons and shields. Each piece of equipment can only have a single sigil inscribed. If you are holding the weapon or shield with the inscribed sigil, you can use that sigil without needing a free hand, as long as you keep holding the inscribed object.

When you gain the Elemental Mastery feature, you can inscribe two sigils on a single object, to have the effects of a secondary element. When you hold the equipment, you can use the powers of the secondary element, but not those from the individual elemental sigils.

Cult of the Blighters[edit]

Breakers of the old tradition and servants of abominations

Elemental Sigils[edit]

Air[edit]

Air Sigil Spells
Sigil Warden Level Sigil Spell
1st gust, feather fall
5th gust of wind
9th wind wall
13th freedom of movement
17th control winds
Air Vigor

Triggering the air vigor give you the following benefits, depending on the chosen use of vigor:

  • Adding vigor to ability checks, attack rolls or saving throws double your jump height and distance until the end of your next turn.
  • Instead of adding vigor to the damage, you can choose to push the target 5 feet back. This increases to 10 feet at 5th level, 15 feet at 11th level and 20 feet at 17th level.
  • Whenever you reduce damage with vigor, you also can fly up to 10 feet, without provoking opportunity attacks. You must end your movement on the ground or else you fall.
Comprehend Element

You gain the ability to speak, read and write in Primordial (Auran).

Raw Conjuration

The saving throw for the air raw conjuration is Strength. Failing the air raw conjuration pushes the target 15 feet back or knock him prone (your choice).

Amplification. The target is pushed by an additional distance equal to 5 feet x half the result on the Vigor die (rounded up). On an Expanded amplification, the target is pushed back, in a straight line from the point of impact. On a Lasting amplification, creatures in the area must succeed on a saving throw or a pushed from the area after entering it or ending their turn there.

Anti Conjuration: Vacuum You can absorb the air of a creature within range of your raw conjuration. The saving throw is Constitution. A creature who fails the save is Choking until the end of your next turn.

Fire[edit]

Fire Sigil Spells
Sigil Warden Level Sigil Spell
1st control flames, burning hands
5th flaming sphere
9th fireball
13th wall of fire
17th immolation
Fire Vigor

Triggering the fire vigor give you the following benefits, depending on the chosen use of vigor:

  • Adding vigor to ability checks, attack rolls or saving throws increase your movement speed by 10 feet until the end of your next turn.
  • Whenever you add vigor to the damage, the additional damage is fire.
  • Whenever you reduce damage with vigor, your target must succeed on a Dexterity saving throw, or take fire damage equal to the damage dealt.
Comprehend Element

You gain the ability to speak, read and write in Primordial (Ignan).

Raw Conjuration

The saving throw for the air raw conjuration is Dexterity. Failing the fire raw conjuration causes fire damage equal to 1d10. In addition, the target catches fire, and takes a secondary fire damage equal to 1d6 at the end of its turn, unless another creature uses its action to douse the flames.

Amplification. You roll an additional number of d10s for the fire damage equal to half the result on the Vigor die (rounded up). The secondary damage also lasts for an additional number of rounds equal to half the result of the vigor die, rounded up.

Anti Conjuration: Freeze You can steal the warmth of a creature. The saving throw is Constitution. Failing the save causes cold damage equal to 1d10. In addition, the target suffer 1 level of exhaustion.

Earth[edit]

Fire Sigil Spells
Sigil Warden Level Sigil Spell
1st mold earth, earth tremor
5th [[5e SRD:|]]
9th erupting earth
13th (5e Spell)
17th wall of stone
Earth Vigor

Triggering the earth vigor give you the following benefits, depending on the chosen use of vigor:

  • Adding vigor to ability checks, attack rolls or saving throws increase your AC by half the number rolled on the die (rounded up), against the next attack made against you, until the start of your next turn.
  • Whenever you add vigor to the damage, the additional damage is bludgeoning.
  • Whenever you reduce damage with vigor, you also gain temporary hit points equal to the number rolled.
Comprehend Element

You gain the ability to speak, read and write in Primordial (Terran).

Raw Conjuration

The saving throw for the earth raw conjuration is Strength. Failing the earth raw conjuration

Amplification.

Lightning[edit]

Lightning Sigil Spells
Sigil Warden Level Sigil Spell
1st lightning lure, witch bolt
5th [[5e SRD:|]]
9th lightning bolt
13th [[5e SRD:|]]
17th (5e Spell)
Lightning Vigor

Triggering the lightning vigor give you the following benefits, depending on the chosen use of vigor:

  • Adding vigor to ability checks, attack rolls or saving throws increase your movement speed by 10 feet until the end of your next turn.
  • Whenever you add vigor to the damage, the additional damage is lightning.
  • Whenever you reduce damage with vigor, creatures within 5 feet are unable to take reactions until the end of your next turn.

Water[edit]

Lightning Sigil Spells
Sigil Warden Level Sigil Spell
1st shape water, create or destroy water
5th [[5e SRD:|]]
9th tidal wave
13th control water
17th maelstrom

Secondary Elemental Sigils[edit]

Smoke[edit]

prerequisite: air and fire sigils

Conjure Smoke Cloud

As an Action, choose an area you can see within 60 feet that is not underwater. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. Any creature that move inside the area for the first time or ends its turn there and needs to breathe must succeed on a Constitution saving throw, or become unable to breathe while coughing uncontrollably. A creature affected in this way is Incapacitated and Suffocating as long as it remains inside the area.

The smoke cloud vanishes after 1 minute.

Sand[edit]

prerequisite: air and earth sigils

Sand explosion

As an Action, choose a point you can see on the ground within 60 feet. When an enemy steps on or passes within 10 feet of the point, it triggers and creates a burst of sand in a 20-foot radius centered on the point. The burst deals 2d6 bludgeoning damage and blinds all creatures within its area of effect for 1 minute. A successful Dexterity saving throw halves the damage (to the lower side) and negates the blindness.

Lava[edit]

prerequisite: fire and earth sigils

Conjure Eruption

As an Action, choose a point you can see on the ground within 60 feet. Magma erupts in a 20-foot wide and 40 feet tall cylinder centered on that point. Each creature in that area must make a Dexterity saving throw, or take 2d10 fire damage on a failed save, or half as much in a success. Any creature small or smaller, as well as any prone creature take twice that damage.

In addition, the area of 20 feet radius becomes covered in magma. The magma is difficult terrain, and any creature moving through the magma takes 1d10 fire damage for each 5 feet of walking movement (1d6 fire damage at the beginning of him turn if he does not move while in the magma zone).

The magma solidify in 1 hour, becoming rock. In extremely cold environments, it solidifies in 1 minute.

Ice[edit]

prerequisite: air and water sigils

Strong ice wall

As an additional action, you can create an ice wall up to 20 feet long, 20 feet high and 5 feet thick. The wall exists for 1 minute or until it is destroyed. The wall provides full of the shelter to the creatures behind it.

The wall can be destroyed by dealing 60 damage units to it or by casting a spell with fire damage that will be higher or equal to 5 spell cells. The wall has 16 AC. If a wall passes through the space of a creature when it appears, this creature is pushed out on one side of the wall (at the choice of the summoner).

After you have used this ability, you cannot use it again until you have completed a short or long rest.

Thunder[edit]

prerequisite: air and lightning sigils

Steam[edit]

prerequisite: fire and water sigils

Light[edit]

prerequisite: fire and lightning sigils

Mud[edit]

prerequisite: earth and water sigils

Acid[edit]

prerequisite: water and lightning sigils

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