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Sigil Master: A Homebrew Alternative To The Artificer Class For 5th Edition D&D

The document describes the Sigil Master, an alternative class to the artificer for Dungeons and Dragons 5th edition. Sigil Masters imbue magic into items through intricate rune carving and can fight using these magical items. They travel to expand their knowledge of runes and magic item creation.

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Cristian Jimenez
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0% found this document useful (0 votes)
397 views16 pages

Sigil Master: A Homebrew Alternative To The Artificer Class For 5th Edition D&D

The document describes the Sigil Master, an alternative class to the artificer for Dungeons and Dragons 5th edition. Sigil Masters imbue magic into items through intricate rune carving and can fight using these magical items. They travel to expand their knowledge of runes and magic item creation.

Uploaded by

Cristian Jimenez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Sigil Master

A Homebrew Alternative to the


Artificer Class For 5th Edition D&D

By Alex Lerouge
Sigil Master
Finishing carving an intricate pattern into a
strange device, a gnome surveys the market.
As the runic enchantment is complete the
orb in its hands has a faint glow to it.
Suddenly, the gnome spots a thief making off
with one of his contraptions out of the corner of Proficiency
Level Features
his eye. The gnome gives chase leaving his stand to Bonus
his companions and grabs his weapon. Rounding
the corner he sees the thief and tosses the device 1 +2 Fighting Style, Runic Masterpiece
he just completed, it connects and there is a flash 2 +2 Runic Merchant, Spell Bombs
3 +2 Runic Enchanter
of electricity, and the thief falls unconscious. 4 +2 Ability Score Improvement
Coming to their friend’s defense a thief and a 5 +3 Expertise
thug charge the gnome as he readies his weapon. 6 +3 Runic Merchant
7 +3 Runic Enchanter
A sleek metal barrel etched in intricate and 8 +3 Ability Score Improvement
layered runes is brought level with the attackers. 9 +4 Expertise
The gnome firmly pulls back on the trigger of the 10 +4 Runic Masterpiece Feature
11 +4 Runic Enchanter
device and the large emerald inside begins to spin 12 +4 Ability Score Improvement
producing a strange green glow. A necrotic green 13 +5 Runic Masterpiece Feature
14 +5 Runic Merchant
laser erupts from the barrel, eating into the thug. 15 +5 -
With a shocked look on his face, the thug looks 16 +5 Ability Score Improvement
down to see his arm has been disintegrated. The 17 +6 Runic Masterpiece Feature
18 +6 -
gnome slings the long rifle like weapon across 19 +6 Ability Score Improvement
his back as the remaining thief flees. Reaching 20 +6 Runic Mastery
down he picks up the stolen merchandise from the
unconscious thief and returns to his market stall.

The Enchanter Merchant


Sigil Master are the one’s who make the magical Carving their intricate runes and imbuing
items of the world. Sure a dwarven blacksmith powerful magical spells into the items they are
might forge wonderful armor and an elven blade- able to equip the world with magic. Although
smith might make a fantastic sword but it is the Sigil they themselves cannot cast spells themselves
Master who makes that item magical. Where did you have the ability to carve spells into items that
think your magical swords and armor came from? produce the spells when activated. Peddling their
A wizard? Bah! A wizard is too preoccupied casting +1 swords and their bags of holding they make
the spells himself to give the world enchanted items. their living, fund their research and craft. For
a broke Sigil Master might as well shine shoes
without the means to produce their magic
Fighting Researcher
The Sigil master often times travels in order to styles to accompany their weapons.
expand their knowledge of runes. Seeking to Though many may see them as greedy most
learn more intricate and advanced runes they Sigil Masters just wish to continue to ply their
adventure testing their equipment and peddling expensive trade and even though the cost may be
their wares to their fellow adventurers. high most of them want to leave their marks on
Each Sigil Master learns to fight the world leaving behind their masterwork items.
from their master with the weapons they
make. Learning various stances and fighting

Creating A
Sigil Master world for the better. Think about your Sigil Masters
As you make your Sigil Master think about their Origin’s where they come from and what materials
training and research. How did they learn to imbue they use. For instance an elf might use hardened
runes with magic, who taught them, what was their wood, a dwarfs might use metals and a gnome
teacher’s (if they had one) ultimate goal. Think might create intricate clockwork contraptions.
about your Sigil Masters goal, do they want to create As a Sigil Master you will constantly be
a legendary weapon for everyone to admire, do having to barter scrounge and beg to acquire
they want to produce a device that will change the the gold required to upgrade your arsenal.

Quick Build
You can make a Sigil Master quickly by following these suggestions.
First, intelligence should be your highest score modifier followed by
either Dexterity or Strength. Second choose the Sage background.

Class Features
Hit Points Equipment
Hit Dice: 1d6 per Sigil Master level You start with the following equipment, in addition
Hit Points at 1st Level: 6 + your to the equipment granted by your background.
Constitution modifier • Leather armor or Scale Mail (if proficient)
Hit Points at Higher Levels: 1d6 (or 3) + your • Your runic masterpiece
Constitution modifier per Sigil Master level • A shield (if proficient)
Proficiencies • A scholars pack or an explorers pack
Armor: Light Armor • Tinkering tools
Weapons: Runic Masterpiece, Simple Weapons
Tools: Tinkering Tools
Saving throws: Dexterity, Charisma
Skills: Choose two from Arcana, History,
Investigation, Persuasion, Nature
Fighting Style It is up to the DM’s discretion whether the town
you are currently in can afford your wares.
You have advantage on Persuasion
You adopt a particular style of fighting as your
checks for selling items you have enchanted at a
specialty. Choose one of the following options.
markup from what they cost. Starting at a base
You cant take a Fighting Style more than
DC of 5 (for selling an item for the cost to make
once, even if you later get to choose again.
it) every 5% you markup adds 5 to the DC.
Archery
You gain a +2 bonus to attack rolls
you make with ranged weapons.
Spell Bombs
At level 2 you can learn to imbue a device with
Dueling one spell, after the device is used it is expended
When you are wielding a melee weapon in one and destroyed. You can imbue a device with any
hand and no other weapons, you gain a +2 spell from any class up to a level 2 spell (unless you
bonus to damage rolls with that weapon. choose the Spell Factory as your Runic Masterpiece)
Two-Weapon Fighting as long as the spells duration is instantaneous.
When you engage in two-weapon fighting It takes 1 minute to imbue the spell and
you can add your ability modifier to requires you to make a intelligence roll with your
the damage of the second attack. tinkering tools to determine whether you succeed.
The DC is determined by the spell level you are
Great Weapon Fighting attempting to imbue, cantrips automatically
When you roll a 1 or a 2 on damage die for an succeed, 1st level spells require a DC of 5, 2nd
attack you make with a melee weapon you are level spells require a DC of 10, 3rd level spells
wielding with 2 hands. You can reroll the die require a DC of 15, 4th level spells require a DC
but you must use the new roll even if its a 1 or of 20 and 5th level spells require a DC of 25.
a 2. The weapon must have the two handed Each spell cost money for the materials
or versitile property to gain this benefit. to imbue as well. It costs 1 gold to imbue cantrips,
It cost 10 gold to imbue a first level spell, 50
Runic Masterpiece gold to imbue a second level spell, 100 gold
Starting at level 1 you gain you Runic Masterpiece. to imbue a 3rd level spell, 500 gold to imbue
This can either be 1 Grand Masterpiece or a a 4th level spell and 1000 gold to imbue a 5th
combination of 2 Lesser Masterpiece to form a level spell. If you fail the DC to imbue the spell
legendary set. Your Runic Masterpiece/s determine you retain half the money spent on the spell.
your
focus as a Sigil Master. If a spell has to roll to hit add your
dexterity and proficiency modifier.
Runic Merchant
The DC of any spells requiring a saving throw is
Starting at level 2 you can peddle your 8 + your intelligence and proficiency modifier.
services when you are in town to support your
profession. You make 40 gold per day if you
spend 1 hour in town selling your wares.
The Amount you make goes up to 80 gold
per day at level 6, 60 gold per day at level 14.

Runic Enhancer Expertise
Starting at level 3 you gain the ability to enchant At 5th level, choose two of your skill proficiencies,
armor and weapons. You can carve runes into or one of your skill proficiencies and your
nonmagical weapons and armor in making proficiency with tinkering tools. Your proficiency
them +1 weapons and armor. You can use this bonus is doubled for any ability check you make
to also make uncommon items such as bags that uses either of the chosen proficiencies.
of holding. It takes you an entire day to apply At 9th level, you can choose two more
one enchantment and costs 200 gold. of your proficiencies (in skills or with
The strength of the enchantments you make tinkering tools) to gain this benefit.
go up as you level up. At level 7 it goes up to +2
weapons and armor and requires 400 gold. At level
11 it goes up to +3 weapons and armor and requires Runic Mastery
600 gold.
At Level 20 you can choose one of your Runic
Ability Score Features that you can use an additional time per
their designate time. For example if a feature states

Improvement that you have one use per combat you now have two
uses per combat, If a feature states that you have one
use per short rest you now have two uses per short
When you reach 4th level, and again at 8th,
rest, and if you have a feature that you can use once
12th, 16th and 19th level, you can increase
per long rest you can now use it twice per long rest.
one ability score of your choice by 2, or
you can increase two ability scores or your
choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.

Runic Masterpiece
Your Runic Masterpiece is your ultimate work that The masterpiece features, are features you
you have been working towards since you started can choose one to add on from the Masterpiece’s
out as an apprentice Sigil Master. Using your mind choices, at levels 10, 13, and 17. If you have two
you have crafted the skeleton of the device that will of the same Lesser Masterpieces you can choose
become legendary. Your goal is to build upon your one of the Masterpiece Features an additional
masterwork in order to leave your mark on the times giving you an additional use of that ability.
world. You’re going to have to kick and claw your
way to the top biting and scratching, scrounging for
every scrap of money in order to get you that much
closer to finishing it. To upgrade when you reach the
appropriate level you must make one intelligence
check with your tinkering tools per day until you
succeed a number of times equal to your Sigil
Master level. The DC for success is 5+your level.
There are two categories of Runic
Masterpieces to choose from, Either a Grand
Masterpiece, or a Masterpiece Set comprised of
two lesser masterpiece. You can either pick one
Grand Masterpiece or Two Lesser Masterpieces.

Lesser Masterpiece
Magic Missile Pistol
The magic missile Pistol shoots a homing projectile that automatically
hits. The Pistol has a range up to 60ft.

Number of Cost to
Lv Damage
missiles upgrade

1 1 1d2 Masterpiece Feature


3 2 1d2 5 Rapid Fire
5 3 1d2+1 20 Once per long rest you can regain
7 2 1d4 80 your action and bonus action but
9 3 2d2 320 can only use them to attack.
11 4 1d4+1 1280 Condensed Fire
13 5 1d6 5120 Once per long rest you can
15 6 3d2 5120 solidify all of the missiles into
17 3 1d6+1 5120 one large missile that does
19 4 1d8+1 5120 double the damage die.
20 5 1d10 5120

The Cure Wounds Pistol


The Cure Wounds Pistol shoots a dart that heals damage done to a
target, the dart needs to pierce the skin to work. You need to hit the
targets AC for the spell to land otherwise the spell bounces off their
armor or misses. This gun has a limited amount of uses per combat as
listed below.

Number of Damage Cost to


Lv
Uses Healed upgrade

1 1 2d2 Masterpiece Feature


3 1 3d2 5 Perfect Aim
5 1 2d4+2 20 Once per short rest you have
7 2 3d4 80 perfect aim and automatically
9 2 2d6+4 320 hit your target with the
11 2 3d6 1280 cure wounds pistol.
13 3 2d8+4 5120 Healing Burst
15 3 3d8 5120 Once per long rest after you
17 3 2d10+6 5120 roll you can double the amount
19 4 3d10 5120 of healing that you do with
20 5 3d12 5120 the Cure Wounds Pistol.
Runic Shield
Upon choosing this as one of your 2 Lesser Runic levels marked as AR they can add a resistance to any
Masterpieces you gain proficiency in medium damage type. The Shield gives the user the ordinary
armor and shields. The Runic shields that utilizes +2AC that a Shield will give.
magical spells in order to boost the users AC for a
certain amount of uses per short rest and at certain

AC Boost/
Number of Cost to
Lv Added
Uses upgrade
Resistance

1 1 2 Masterpiece Feature
3 1 3 5 Legendary Resistance
5 1 4 AR 20 Once per long rest
7 2 5 80 Automatically make a saving
9 2 6 320 throw against any attack.
11 2 7 AR 1280 Affinity
13 3 8 5120 Choose an elemental damage type
15 3 9 5120 that you will now be immune to.
17 3 10 AR 5120
19 4 11 5120
20 5 12 5120

Chromatic Gauntlet
The Chromatic Gauntlet switches quickly between equal to one third the damage dealt. To hit add your
elements You will roll 1d6 to determine the Strength and proficiency modifiers. At certain levels
effect when you hit. 1. Red (fire), 2. Blue(cold), you can Choose 2 elements to remove from the
3. Orange(acid), 4. Yellow(lightning), 5. Green gauntlets you can change which of these elements are
(poison)and 6. Violet(thunder). If you have two removed upon a long rest indicated bellow with a Y.
gauntlet and land both hits on the same color the You can also choose to not reduce the damage type.
target will take an additional amount of damage

Reduced Cost to
Lv Damage
Damage Type upgrade

1 - 1d6+str mod Masterpiece Feature


3 - 1d8+str mod 5 Snap Reflexes
5 - 1d10+str mod 20 Once per short rest you can
7 Y 1d12+str mod 80 choose the damage type of your
9 - 2d6+str mod 320 next attack.
11 - 2d8+str mod 1280 Chromatic Burst
13 - 2d10+str mod 5120 Once per short rest your
15 Y 2d12+str mod 5120 attack deals 2d8 damage for
17 - 3d6+str mod 5120 each damage type remaining
19 - 3d8+str mod 5120 on your gauntlets.
20 Y 3d10+str mod 5120
Grand Masterpiece
Disintegration Rifle
A grand masterpiece, the Disintegration Rifle fires To charge the gun you have to spend one action
a thin beam of disintegrating energy dealing force or a bonus action charging the gun, Spending
damage. The Rifle has two firing modes regular and your bonus action to charge the Rifle gives you 1
overcharged. The Rifle only has a certain amount of energy, spending your action to charge the gun gives
energy that it holds. The regular shots cost 2 energy you 4 energy. To hit you add your dexterity and
while the overcharged shots cost a 10 energy. If the proficiency modifier.
gun runs out of energy it will not fire until charged.

Normal Overcharge Cost to


Lv Energy
Damage Damage upgrade

1 12 1d6+Dex mod 2d6+5


3 13 1d6+Dex mod 2d6+10 7
5 14 1d6+Dex mod 2d6+15 30
7 15 1d8+Dex mod 2d6+20 140
9 16 1d8+Dex mod 3d6+20 480
11 18 1d8+Dex mod 4d6+20 1920
13 20 2d6+Dex mod 5d6+20 7680
15 22 2d6+Dex mod 6d6+20 7680
17 25 2d6+Dex mod 7d6+20 7680
19 28 3d6+Dex mod 8d6+20 7680
20 32 3d6+Dex mod 10d6+20 7680

Masterpiece Feature
Panic Extra Battery Patience
Once per combat you can fire all Once per long rest you can regain Once per long rest you can use
of your energy in one shot. You half of your energy. your action, bonus action, and
lose 1 to hit for every 5 energy you movement to automatically hit a
spend, If you hit deal 2 damage target.
for every one energy spent. If you spend 1 minute lining up
the shot you can use this feat
again without taking a long rest.
Grand Masterpiece
Dimension Axe
A grand masterpiece, Any two handed weapon the If a creature is caught within the rift that creature
weapons damage is 1d12 + your strength modifier. must make a dexterity saving throw vs the DC of 8+
The weapon has the ability to tear a rip between two your intelligence modifier and is force out one side,
points on a plane allowing them to teleport between the side is determined by a coin flip. The damage
those two points. You cannot Place a rift on top of a they then take is based on the level of the weapon.
creature Traveling using this method appears as The weapon can only tear a couple rifts per combat
5ft long hallway and takes 5ft of movement to based on its level. If a creature dies in the tear it is
traverse. The rift closes after 6 seconds or one turn. crushed and any magical items are forced out.

Rift Cost to
Lv Rifts Range
Damage upgrade

1 2 5 30
3 2 5 35 7
5 3 10 40 30
7 3 10 50 140
9 4 15 60 480
11 4 15 70 1920
13 5 20 85 7680
15 5 20 100 7680
17 6 25 115 7680
19 6 25 135 7680
20 7 30 150 7680

Masterpiece Feature
Dimension Disengage Dimension Dash Dimension Pull
Whenever stepping through a Once per long rest you can use Once per short rest you can
dimension rift you don’t take all of your rift in one turn. create a rift that produces a
attacks of opportunity. vacuum that attempts to pull a
creature in. The creature must
make a dexterity saving throw
against a DC8+ your intelligence
and proficiency bonus. Upon
failure the creature is dragged
through the tear.
Grand Masterpiece
Spell Factory
A grand masterpiece, the spell factory is a the elements or attacks. The Spell Factory allows
collapsible metal skeleton globe of tools used in the one to produce spell bombs up to level 5 as long as
creation of spell bombs. The Spell factory opens up they have a duration of instantaneous. If a spell has
to the size of a small shed and which the Sigil Master an additional cost that cost must be payed on top
steps into to do their work and shrinks down to the of the required payment to create the Sigil bomb.
size of a Basket Ball. Because the Spell factory is a Any person can hold any number of spells. A list of
skeleton it does not provide any protection from spells that can be created is provided bellow.

Cantrip Lv1 Lv2 Lv3 Lv4 Lv5

Acid splash, Arms of Hadar, Augury, Animate Blight, Awaken,


Druidcraft, Burning Hands, Find Steed, Find Dead, Conjure Dimension Commune With
Eldritch Blast, Chromatic Orb, traps, Knock, Barrage, Door, Nature,
Conjure Volley,
Firebolt, Create or Locate Animals Counterspell, Divination, Destructive
Mending, Ray Destroy Water, or Plants, Melf’s Create Food and Fabricate, Wave, Flame
of Frost, Sacred Cure Wounds, Acid Arrow, Water, Dispel Ice Storm, Strike, Greater
Flame, Shocking Dissonant Misty Step, Magic, Fireball, Leomund’s Restoration,
Grasp, Thorn Whispers, Scorching Ray, Lightning Secrete Chest, Legend Lore,
Mass Cure
Whip, Vicious Find Familiar, Bolt, Mass Stone Shape, Wounds,
Mockery, Goodberry, Healing Word, Raise Dead,
Healing Word, Plant Growth, Reincarnate,
Hellish Rebuke, Remove Curse,
Identify, Inflict Revivify
wounds, Magic
Missile, Purify
Food and Drink,
Ray of Sickness,

Masterpiece Feature
New Rune Master Barter Passive Throw
You’ve found a new rune that Once a long rest You can Once per combat you can throw
halves the cost of one spell you Purchase an item at a 15% an additional spell as a bonus
choose. discount or sell your own wares at action.
a 15% mark up without bartering.
Grand Masterpiece
Runic Golums
A grand masterpiece, starting off you command level + your intelligence modifier. Once a golum
two Tiny sized mechanized golums you can choose. becomes one size larger than yourself you can ride
They act on your turn following your commands the golum. If a golum is two sizes smaller than
each golum has its own hit points which is 3 + yourself it can ride on your shoulders. When a
your intelligence modifier and goes up each time golum is broken it takes 1/4 the total cost spent
its upgraded by the 1d12 (or7) + you intelligence on the device to repair (a minimum of 5 gold). If
modifier. The Golums AC is 8 + intelligence and lost it takes 3/4 the total cost spent on the device
your proficiency modifier. Each time you get an to remake it. The golums can make either melee
opportunity to upgrade you can choose to either attacks or 30/60ft ranged attacks not both. If you
build a new golum to add to the army or upgrade are incapacitated your golums shut down. The
one golum. As the Golums level up they grow golums are immune to psychic and poison damage.
larger. Each creatures attack modifier to hit is its

Piercing/
Player Golum Cost to
Bludgeoning Movement Size/Height
Lv Lv upgrade
Damage

1 1 1d2+(Int Mod) 20ft Tiny 1ft


3 2 1d4+(Int Mod) 20ft Tiny 2ft 7
5 3 1d6+(Int Mod) 25ft Small 3ft 30
7 4 1d8+(Int Mod) 25ft Small 4ft 140
9 5 1d10+(Int Mod) 30ft Medium 5ft 480
11 6 1d12+(Int Mod) 30ft Medium 7ft 1920
13 7 2d6+(Int Mod) 35ft Large 10ft 7680
15 8 2d8+(Int Mod) 35ft Large 13ft 7680
17 9 2d10+(Int Mod) 40ft Huge 18ft 7680
19 10 2d12+(Int Mod) 40ft Huge 23 ft 7680
20 11 4d8+(Int Mod) 50ft Gargantuan 7680
32 ft

Masterpiece Feature Swarm Automated Defense


Once per short rest you can mark Once a short rest If one of
Artificial Intelligence a target with swarm. The golums your golums is within 5ft of
If you have a golum of 5th level or will now gain a +1 to hit per each yourself you can use your
higher it gains sentience with this golum attacking the creature and reaction to have the golum take
feature and can continue to act will deal an additional amount damage instead of yourself.
even if you are incapacitated. The of damage equal to the half the
golum starts out at a true neutral number of golums attacking. Versatile Movement
alignment which is modified by Your golums gain the ability
its environment and experiences. Combat Engineer to either, Fly, Swim (their
The golum has an intelligence Three times per long rest movement is doubled while
equal to its level and is now while in combat as an action swimming), Burrow(half
vulnerable to psychic damage. you can repair a Golum by 1/4 movement while burrowing),
of it Maximum Hit points. or Teleport (30ft).
For feedback and suggestions please email [email protected] with the subject as Sigil Master

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