Titanic Sigils (5e Equipment)

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Wondrous item, Artifact (Major) (Requires attunement per sigil (up to 3 at once))

The Titanic Sigils are magical tattoos gifted by the Galactic Titans, each representing a specific domain of their immense power. These sigils are inscribed onto the bearer's body in glowing ink, embodying the essence of the Titan they represent.

Each sigil grants unique abilities, and collecting multiple sigils unlocks powerful set bonuses that draw on the balance (or imbalance) of the Titans' cosmic forces.

Individual Sigils

Below are the sigils corresponding to each Galactic Titan and their effects:

Sigil of the Tidal Shaper (Pelagor)

Physical Description

A swirling blue and silver pattern reminiscent of ocean waves, this sigil glows faintly like moonlight reflecting on water. It ripples subtly as if alive, creating the sensation of cool water brushing against your skin when touched.

Passive Abilities:

  • Ocean's Grace: Resistance to cold damage, and you can breathe underwater.
  • Astral Harmony: While submerged in water, you gain a +2 bonus to AC.

Active Abilities:

  • Tidal Flow: You can cast the Control Water spell once per day without expending a spell slot.

Sigil of the Starforger (Aetherion)

Physical Description

A radiant golden starburst encased in a geometric lattice of glowing white and pale blue lines. This sigil pulses softly with the light of distant stars, leaving a faint warmth and tingling sensation in its wake.

Passive Abilities:

  • Cosmic Clarity: Advantage on Intelligence (Arcana) checks and resistance to radiant damage.

Active Abilities:

  • Stellar Vision: Cast Divination once per long rest without expending a spell slot.
  • Starburst: Emit a burst of radiant light as an action. Creatures in a 15-foot radius must make a DC 15 Constitution saving throw or take 3d8 radiant damage. Usable once per short rest.

Sigil of the Devourer of Light (Malvorrak)

Physical Description

A jagged and chaotic black sigil, etched with streaks of crimson and violet. It seems to pulse irregularly, exuding a faint, oppressive aura. Touching the sigil leaves a cold, unsettling sensation, as if the warmth of the world is being drained.

Passive Abilities:

  • Corrupted Essence: Resistance to necrotic damage, but radiant damage bypasses all resistances.
  • Warped Mind: Each dawn, roll a DC 10 Wisdom saving throw. On a failure, you become hostile to all creatures for 1d6 hours.

Active Abilities:

Sigil of the Worldsmith (Terrakron)

Physical Description

A rugged, earthy sigil resembling jagged mountain peaks and interconnected stonework. It shimmers faintly in shades of bronze and deep brown, with tiny motes of dust seeming to drift off its surface like falling earth.

Passive Abilities:

  • Earthen Strength: Gain proficiency in Athletics, and your carrying capacity is doubled.
  • Stone Resilience: Resistance to non-magical bludgeoning damage.

Active Abilities:

  • Seismic Slam: Cast Earth Tremor as a 2nd-level spell once per long rest.

Sigil of the Breath of Creation (Zephyros)

Physical Description

A series of wind-like swirls and spirals forming a vortex, this sigil shifts between pale white and soft gray hues. It seems to move slightly, as if carried by an unseen breeze, and produces a faint whistling sound when exposed to silence.

Passive Abilities:

  • Windborne Agility: Increase your movement speed by 10 feet, and you take no damage from falling 30 feet or less.
  • Air's Grace: Advantage on Dexterity saving throws against area effects.

Active Abilities:

Sigil of the Keeper of Shadows (Umbryss)

Physical Description

A twisting black and deep purple design, shaped like a wisp of smoke or shadow. This sigil appears to flicker between visibility and invisibility, blending seamlessly with the surrounding darkness and emanating an aura of quiet dread.

Passive Abilities:

  • Shadow Step: Gain darkvision out to 120 feet.
  • Umbral Cloak: While in dim light or darkness, you can take the Hide action as a bonus action.

Active Abilities:

  • Veil of Darkness: Cast Darkness once per long rest without expending a spell slot.

Sigil of the Flame Eternal (Pyrrhos)

Physical Description

A fiery red and orange sigil resembling leaping flames or a burning ember. It radiates heat and flickers with glowing embers, as though smoldering on your skin without causing harm.

Passive Abilities:

  • Inner Flame: Resistance to fire damage, and your melee attacks deal an extra 1 fire damage.
  • Fiery Spirit: Gain proficiency in Intimidation.

Active Abilities:

  • Flame Wave: Cast Burning Hands as a 2nd-level spell once per long rest.

Sigil of the Corruptor (Venalith)

Physical Description

A swirling green sigil that resembles creeping vines or coiling serpents. It oozes an almost toxic luminescence, emitting faint wisps of green smoke that dissipate in the air. The sigil's edges seem jagged and raw.

Passive Abilities:

  • Venomous Aura: Resistance to poison damage, and your weapon attacks deal an additional 1 poison damage.
  • Plaguebearer: Advantage on saving throws against being poisoned.

Active Abilities:

Sigil of the Frozen Sentinel (Cryonos)

Physical Description

A frosty sigil shaped like crystalline shards of ice or a snowflake. Its surface gleams with a pale blue light, and it emits a biting chill to the touch, occasionally releasing tiny ice crystals that vanish after a moment.

Passive Abilities:

  • Frozen Resilience: Resistance to cold damage, and your speed cannot be reduced by magical means.
  • Chill Aura: Enemies within 5 feet have disadvantage on Constitution saving throws.

Active Abilities:

  • Ice Spikes: Cast Spike Growth as a 2nd-level spell once per long rest.

Sigil of the Thunder Sovereign (Kaelthor)

Physical Description

A jagged, lightning bolt-shaped sigil in bright yellow and electric blue hues. It crackles faintly with static energy, causing hairs to stand on end and sparks to occasionally leap from its edges.

Passive Abilities:

  • Thundering Presence: Gain proficiency in Intimidation, and you can speak in a booming voice that can be heard up to 300 feet away.
  • Static Charge: Enemies that hit you with melee attacks take 1 lightning damage.

Active Abilities:

  • Lightning Bolt: Cast Lightning Bolt as a 3rd-level spell once per long rest.

Sigil of the Moonlit Guide (Aelora)

Physical Description

A soft, glowing crescent moon surrounded by faint silver and lavender swirls. The sigil appears to shimmer like starlight, radiating a calm, soothing aura. When touched, it feels cool and gentle, like moonlight on bare skin.

Passive Abilities:

  • Moonlit Vision: Gain darkvision out to 120 feet, and you can see through magical darkness within 30 feet.
  • Guiding Glow: Allies within 10 feet gain advantage on Wisdom saving throws.

Active Abilities:

  • Lunar Blessing: Cast Healing Word at 2nd level once per short rest.
  • Moonbeam Strike: Cast Moonbeam as a 3rd-level spell once per long rest.

Set Bonuses

Collecting multiple sigils unlocks powerful set bonuses based on their combinations. Below are the unique bonuses for various combinations of sigils:

Sigil Limitations and Progression

Titanic Sigils are artifacts of immense power and require mastery to wield effectively. Characters can attune to additional sigils as they level up:

  • Level 4: You can attune to 1 sigil.
  • Level 8: You can attune to 2 sigils.
  • Level 12: You can attune to 3 sigils.
  • Level 16: You can attune to 4 sigils.
  • Level 20: You can attune to 5 sigils.

Attempting to attune to more sigils than permitted results in catastrophic failure, dealing 10d10 force damage and rendering you incapacitated for 24 hours.

3 Sigils (Aligned Titans)

Requirements: Three sigils from Titans with complementary domains (e.g., Pelagor, Cryonos, and Aelora).

  • Cosmic Resonance: Gain a +2 bonus to AC and saving throws while attuned to three aligned sigils.
  • Astral Balance: Whenever you cast a spell from one sigil, you may choose to empower it with another sigil’s element. The spell deals an additional 1d10 damage of the chosen type (cold, radiant, or water).

5 Sigils (Full Power)

Requirements: Five sigils from Titans of differing domains.

  • Titanic Convergence: You can cast *Wish* once. This ability refreshes after one year.
  • Cosmic Mastery: When using an active ability from a sigil, roll a d6. On a roll of 5–6, you regain an additional use of that ability immediately.

Malvorrak's Curse

Requirements: Sigil of the Devourer of Light (Malvorrak) is attuned.

  • Corrupted Will: At dawn each day, you must roll a DC 18 Wisdom saving throw. On a failure, you lose control and act as a corrupted NPC under the DM's control for 1d6 hours.
  • Void Empowerment: While corrupted, all sigil abilities deal an additional 1d10 necrotic damage, but you take 1d10 radiant damage at the start of each of your turns.

Unique Set Bonuses for Specific Combinations

Certain sigil combinations unlock special bonuses based on thematic or elemental synergy:

Ocean’s Wrath (Pelagor, Cryonos, Aelora)

Theme: Water, Ice, and Moonlight synergy.

Set Bonus:

  • Frigid Grace: Your swimming speed increases by 30 feet. You can walk on icy surfaces and breathe underwater.
  • Lunar Tide: Allies within a 20-foot radius heal 1d8 HP at the start of their turn while submerged in water or under moonlight. Usable once per long rest.

Starborn Guardians (Aetherion, Aelora, Zephyros)

Theme: Cosmic clarity and flight with celestial synergy.

Set Bonus:

  • Starry Radiance: You gain resistance to radiant and thunder damage.
  • Wings of Starlight: You can summon spectral wings for 1 hour, granting a flying speed of 60 feet. Usable once per long rest.

Forge’s Fury (Terrakron, Pyrrhos, Kaelthor)

Theme: Earth, Fire, and Thunder power.

Set Bonus:

  • Molten Ground: The ground within 10 feet of you becomes molten and difficult terrain for enemies. Enemies starting their turn there take 2d6 fire damage.
  • Thunderous Strike: Whenever you deal fire or thunder damage, you can add 1d8 bludgeoning damage from concussive force.

Frost and Flame (Cryonos, Pyrrhos, Pelagor)

Theme: Contrasting frost and fire elements, balanced by water.

Set Bonus:

  • Elemental Harmony: When casting a spell that deals cold or fire damage, you can replace its damage type with the other.
  • Burning Chill: Enemies affected by your cold spells take an additional 1d6 fire damage.

Tempest Unleashed (Kaelthor, Zephyros, Pelagor)

Theme: Storms, wind, and water.

Set Bonus:

  • Raging Winds: Gain immunity to being restrained, and your movement speed increases by 15 feet.
  • Stormcaller’s Wrath: When you deal lightning or thunder damage, you can push creatures within 10 feet of the target 10 feet away from you.

Veil of Shadows (Umbryss, Zephyros, Aelora)

Theme: Light and darkness interwoven with the wind.

Set Bonus:

  • Umbral Agility: Gain advantage on Dexterity saving throws and attacks while in dim light or darkness.
  • Shadowdance: When hit by an attack, you can teleport to a shadow within 60 feet as a reaction. Usable once per long rest.

Eternal Frost (Cryonos, Aelora, Umbryss)

Theme: Ice, moonlight, and shadow.

Set Bonus:

  • Frozen Shadows: Enemies within 10 feet of you treat the area as difficult terrain and have disadvantage on saving throws against cold and necrotic effects.
  • Lunar Shield: Gain temporary HP equal to your level when you start your turn in dim light or under moonlight. Usable once per short rest.

Scorched Earth (Terrakron, Pyrrhos, Kaelthor)

Theme: Destruction by earth, fire, and thunder.

Set Bonus:

  • Earthshatter: As an action, create a shockwave that forces all creatures within 15 feet to make a DC 16 Strength saving throw or take 3d10 bludgeoning damage and fall prone. Usable once per long rest.
  • Fiery Resilience: Gain resistance to fire and bludgeoning damage.

Astral Harmony (Aetherion, Pelagor, Terrakron)

Theme: Astral balance through water, earth, and cosmic clarity.

Set Bonus:

  • Titan’s Balance: Gain a +2 bonus to Constitution saving throws.
  • Celestial Wave: As an action, emit a 30-foot radius pulse of radiant energy. Creatures of your choice regain 2d8 HP, while enemies take 2d8 radiant damage. Usable once per long rest.


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