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e Art: Midjourney

Way of the Sigilist Binding Strike. When you hit a creature with an unarmed
strike during your turn, you can apply a talisman onto your
Sigilist monks are masters of spiritual calligraphy. By target by spending the required ki points. If you target
inscribing simple or complex symbols onto pieces of paper or yourself or a friendly and willing creature, it automatically
cloth, they are able to control the flow of energy around. Such hits and deals no damage.
talismans can then be applied to a creature to help or hinder Ritualistic Sigil. You can spend 1 minute to carefully
alike. prepare one talisman you know. The next time you use that
Sigilists are often disciples of scribing monasteries, but talisman, it has no cost and it is applied as if you spent the
they can also be found among priests and inquisitors, or even least amount of ki points possible. You can't have more than
as hermit artists and rune carvers. Many of them are one talisman prepared this way at once. At 11th level, you can
wandering shamans and witches, binding spirits through prepare 2 talismans at once, and 3 at 17th level.
arcane symbols.
Regardless of their origins, Sigilists can be called upon to Votary of Scripts
banish a demon terrorizing villagers, protect pilgrims through 3rd-level Way of the Sigilist feature
a perilous journey, or ward the walls of a city with mystic
traps. Adventuring parties often seek those versatile monks You gain proficiency with Calligrapher’s Tools and with one
to round out their skillset. skill between Arcana and Religion. You can also use an action
and spend 1 ki point to cast comprehend languages without
Sigil Scribe providing material components.
3rd-level Way of the Sigilist feature
Scatter Seals
You learn how to imbue talismans with your ki. 6th-level Way of the Sigilist feature
Talismans. Talismans are symbols or words impressed on
a piece of paper, cloth or even drawn in the air. When you You train in the art of accurately flinging and hiding your
activate one, its effects last until the end of your next turn, talismans on the battlefield.
unless otherwise specified. You can’t apply the same talisman Toss. You can forgo one of your attacks to instead toss a
more than one time on the same target. talisman. Make a ranged attack against a creature within 60
Ki limit. At 3rd level, for any one talisman you apply, you feet of you. On a hit, you can apply a talisman onto the target.
can expend no more than 1 ki point. This limit increases by 1 if the target is friendly and willing, it can use its reaction to
at 6th, 11th, and 17th level. grab the talisman and force the attack to automatically hit.
Known Talismans. You learn three talismans of your Trap. You can forgo one of your attacks to instead hide a
choice. You learn two additional talismans of your choice at talisman on any small surface in an empty space within
6th, 11th, and 17th level. You can only choose a talisman with reach, which lasts 1 hour. A talisman aura fills a 5-foot cube
a ki point cost equal or lower than your ki limit. Each time and no more than one talisman can be placed in the same
you gain a level in this class, you can replace one talisman space. The first time a creature occupies the same space of
you know with a different one. the talisman, the talisman is consumed and the creature
must make a Dexterity saving throw or suffer the effects of
the talisman. A creature can choose to fail the save. To detect
a hidden talisman, a creature must succeed on a Wisdom
(Perception) check against your save DC.

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Lasting Omen
11th-level Way of the Sigilist feature Talismans
At the start of each of your turns, you can extend the duration The talismans are presented here sorted by ki cost.
of a talisman's effect. Choose one talisman currently active
within 30 feet of you. That talisman lasts until the end of your
next turn, or until you lose your concentration, as if you were No prerequisite
concentrating on a spell. You can't concentrate on the same
talisman for longer than 1 minute. Beacon
Cost: 1 ki point or more
Prison of Seals For the duration, when a creature makes an attack roll
17th-level Way of the Sigilist feature against the target, you can use your reaction grant advantage
When you roll for initiative, you can use your Scatter Seals on that roll. The attacker can also add a roll of your Martial
trap feature to hide any talisman you prepared through Arts die to its damage for each ki point spent.
Ritualistic Sigil, with an increased range of 30 feet. Blast
Sanctum Consecration Cost: 1 ki point or more
17th-level Way of the Sigilist feature The target becomes incendiary. The next time it is hit by an
attack, it takes a number of rolls of your Martial Arts die
Through a sacred ritual, you can spend 1 minute applying equal to the ki points expended as fire damage.
your talismans around you, warding the area. You can Each creature and object within 5 feet of it when this effect
replicate the effects of the hallow spell, without requiring any triggers must succeed on a Dexterity saving throw or take fire
components. The duration is changed to 1 hour. damage equal to your Wisdom modifier times the ki
You can instead spend 24 hours applying durable expended.
talismans. In that case, the duration is until dispelled. If you
cast it this way multiple times in the same area, you can stack Chains
the secondary effects of the spell. No more than one of these Cost: 1 ki point or more
permanent areas can exist at the same time. If you try to cast
it again, the first instance loses its magic and is dispelled. The target is grappled by spiritual chains that emerge from
Once you use this feature, you can’t use it again until your the ground. The target can make a Strength saving throw at
next long rest. end of each of its turns to end the condition, or it can use its
action to escape. To do so, it must succeed on a Strength
(Athletics) or Dexterity (Acrobatics) check against your Ki
save DC. You can target an additional creature within 5 feet
of another target for each ki point spent over the first.

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Faith Dispel
Cost: 1 ki point Cost: 2 ki points or more
The target gains the benefits of the protection from good and Any spell of a level equal to or lower than the number of ki
evil spell. points expended on the target ends.
Friction Elements
Cost: 1 ki point or more Cost: 2 ki points
Once per turn, when the target moves 5 feet or more, it takes The target gains the benefits of the protection from energy
a number of rolls of your Martial Arts die equal to the ki spell.
points expended as force damage.
Ravage
Harden Cost: 2 ki points or more
Cost: 1 ki point or more A low hum resonates from the talisman. When the
The bludgeoning, piercing and slashing damage the target talismans's effect ends, it detonates in a loud explosion. The
takes is reduced by 1 + the number of ki points expended. target takes a number of rolls of your Martial Arts die equal
to the ki points expended as bludgeoning damage and is
Quietness pushed 15 feet in a direction of your choosing. This talisman
Cost: 1 ki point deals double damage to objects and structures.
The target can’t speak, emit or provoke any sound. It can add Repulsion
a roll of your Martial Arts die on Stealth checks and has Cost: 2 ki points
advantage on them. At the end of each of its turns, the target
can make a Constitution saving throw. On a success, the The target emits pulse waves. Whenever a creature ends its
effect ends. turn within 5 feet of the target, it must succeed on a Strength
saving throw or be pushed 5 feet away from the target. It can
Rally choose to fail the save.
Cost: 1 ki point
Each creature within 60 feet of the target can use its reaction
to move up to half its speed toward the target. While the
talisman is active, you can use your bonus action to repeat
this effect on each subsequent turn.
Ward
Cost: 1 ki point or more
Roll a number of your Martial Arts dice equal to the ki points Art: Midjourney
expended and add your Wisdom modifier. The target gains
the result as temporary hit points. These temporary hit points
only last for the duration of the talisman.
Prerequisite: 6th level
Beckoning
Cost: 2 ki points
If you are within 120 feet of the target, you can use your
bonus action to teleport to an unoccupied space within 5 feet
of the target.
Blackness
Cost: 2 ki points
The target must succeed on a Constitution saving throw or it
is blinded, as its eyes turn black. At the end of each of its
turns, the target can make a Constitution saving throw. On a
success, the effect ends.
Detection
Cost: 2 ki points
You replicate the effects of the clairvoyance spell, centered on
the target.

Monk: Way of the Sigilist 0.2 | f_com


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Shroud
Cost: 2 ki points
A veil of negative energy surrounds the target. Each creature
that ends its turn within 5 feet of the target takes 2 rolls of
your Martial Arts die + your Wisdom modifier as necrotic
damage.
Prerequisite: 11th level
Calmness
Cost: 3 ki points
End an effect that is causing the target to be charmed,
frightened, or possessed by a creature. For the duration, the
target is immune to the charmed and frightened conditions,
and it can't be possessed.
Riddance
Cost: 3 ki points
You attempt to send the target to another plane of existence.
The target must succeed on a Charisma saving throw or be
transported to a harmless demiplane for the duration. The
target can willingly fail the save. While in the demiplane, the
target is incapacitated. At the end of each of its turns, the
target can repeat the save, ending the effect on a success.
Dread
Cost: 3 ki points
The target is frightened by you. Each time you deal damage
to the target, you can add your Wisdom modifier as psychic
damage.
Spellward
Cost: 3 ki points
An arcane shimmer surrounds the target. The target gains
resistance to damage from spells, and has advantage on
saving throws against spells.
Transpose
Cost: 3 ki points
You can only target an object with this talisman. The object is
affected by the effects of the teleport spell. In addition, you
can also teleport the object to an empty demiplane. If you do
so, when the talisman's effect ends, the object reappears
within 5 feet of you.

Credits
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Support & feedback. > /u/cubelith

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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