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Varolk
2020-06-02, 04:32 PM
Hail I'm looking for some ideas on a class a friend and I have been making. We got all the basics and sub classes done but we are stuck on feats for the class and subclasses. Anyone willing to take a look and pitch some ideas or want to give some advice on how to make balanced feats. The class starts with the 4 base elements they work the same as cantrips (earth, air, water, fire) 4 sub elements (ice, magma, steel, lightning) also radiant and necrotic. The sigil caster can combine these "cantrips" to make new sigils and or scrolls gaining higher level sigils and making cool things (i.e necrotic spores first you have to figure out either by combining sigils together to make plant life or studying books from former sigil caster then creating a scoll that combines the plant sigil and necrotic sigil together.)

As a Sigil Master you gain the following class features.

Hit points
Hit Dice:1d8 per Sigil level
Hit points at 1st Level:8 + your constitution modifier
Hit points at Higher levels:1d8 (or 5) + your constitution modifier per level after 1st.

Proficiencies
Armor: Light armor
Weapons: Simple melee weapons
Tools: Artists tools, sigils tools

Saving Throws: Wisdom, Intelligence
Skills: Choose any two: Arcana, History, Insight, Investigation, Perception, or Performance.

Equipment
(a) Leather Armor or (b) Hide Armor
(a) Simple melee weapon or (b) 2 Daggers
(a) Scholar’s Pack or (b) Diplomat’s Pack
1 Sigil book and 3 scrolls worth of sigil paper

Sigil Casting
As a Sigil Caster you posses a book that you practice drawing sigils in. This is also the area that you experiment with new sigils you see and record the ones that work and how they are drawn so you can pass on the knowledge. You do not need this book to draw your sigils but it does impose difficulty if you do not have it (2x longer to sigil prep time, and you may not learn new sigils until you have a book).

Preparing and Using Sigils

Sigil Ability
Intelligence is your ability for using your Sigils.
Sigil Save DC = 8 + your Proficiency bonus + your Intelligence modifier
Sigil attack modifier = your Proficiency bonus + your Intelligence modifier


Elemental Resistance
Once per long rest, choose any one elemental damage type. You may gain resistance to that type of damage for 10 minutes, upon your triggering of the effect as a bonus action.
From Each Hand
At 5th level, you gain the ability to cast two sigils at once using both your hands to activate a separate rune. This ability is only available once a long rest.
Archetypes
At 3rd level, you choose an archetype that forms your ideology in combat and social encounters. Choose The Studied Mind, The Artist, or The Zealot, all detailed at the end of the class description. The archetype you choose will grant you features at 3rd level, 7th level, 10th level, 15th level, 18th level.

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

(G)The Studied Mind
Ideology: Those who follow the path of The Studied Mind are those who have spent most of their youthful years, studying the knowledge passed on, learned by Sigil casters from the past. They are also, usually, the most strict of the Sigil casters. They follow the books and rarely stray from them.

Starting at 3rd level once per short rest recover 1 sigil slot.

(N)The Artist
Ideology: Casters who follow the path of The Artist, are more of the open minded casters. They focus more on the experimentation and beauty of the sigils rather than the strict teachings like the Studied minds. The most inventive of the Sigil casters come from this archetype.

Starting at 3rd level during a long rest you can change prepared sigils.

(B)The Zealot
Ideology: Those of the Zealot Archetype are the most secluded, using their own blood as catalyst for the sigils. They delve themselves into the power of the sigils and look down on the rest of the sigil caster community, dismissing them as weak, ineffectual, and ignorant.

Starting at 3rd level use blood while casting to double hit dice on successful hit. You take Take 1d8 points of damage per spell level (minimum of 1d8).