2536593-Sealer PDF V 100
2536593-Sealer PDF V 100
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
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All other original material in this work is copyright 2022 by Mitchell Turnbull and published under the Community Content Agreement for
Dungeon Masters Guild.
SEALER THOUGHTFUL PREPARATION
To a Sealer there is one thing that is far more powerful
In the dead of night, a lone figure cloaked in black stands than any kind of magic; preparation. A well prepared
before the walls of a grand library. With rope and hook in Sealer is a powerful Sealer.
hand, they toss it to the highest window, where it lands This mastery of preparation comes in 3 forms.
securely. Scaling the wall with a quiet haste, the guards First, their namesake, the seal allows them scribe the
below are none the wiser to intruder's plans. Reaching sigils that form the seal far ahead of time, letting them
the top floor with ease, they begin their search for lay traps or give them and their allies home field
anything of value they can get their hands on. Passing advantage.
through the main chamber they stop for a moment, as Second, their proficiency with putting pen or
they notice an old woman with her face buried in a dusty brush to paper, coupled with their study of magic makes
tome. After observing her for a few minutes, with little Sealers experts and scribing spell scrolls quickly and
change, the cloaked thief proceeds with caution. No efficiently.
sooner do they make it to the center of the chamber, a Lastly, the patience developed during their artistic
single loud tap is heard. The intruder glances over pursuits leads perfectly to a deep understanding of ritual-
quickly to see a huge paint brush make contact with the craft.
ground. Magical ink flowing out from it, empowering the All of these elements combine to truly make
arcane etchings in the center of the room. Desperate and preparation the most deadly weapon in any Sealers
caught off guard, the hooded figure draws their blade and arsenal.
rushes at the woman, only to stop at the border of the
engraved ring, confused why their legs refuse to carry
them any further. The woman raises her book to her face
CREATING A SEALER
once more, casually ringing a bell beside her. The sounds
While you are designing your Sealer character, you
of heavily armored footfalls growing louder in a nearby
should first consider their early life, and especially how
stairwell.
they started the study of the art of sealing.
A bead of sweat running down his brow, a stout
Did their raw artistic talent lead them down this
dwarven man steps down off his stool to admire the large
path? Perhaps it was an existing love of magic that caused
mural he had made. Covered in paint, he stands there
them to hear of this style of the arcane. Maybe it was a
admiring the fierce dragon and the noble knight he had
mix of these two elements, artistry and magic, that drew
depicted on the wall of the town square. Though, he was
them to the sealing arts.
here for more than just this good deed. Rumours have
Once they began studying, what kinds of sealing
been circulating about bandit raids arriving at the town
instruments peaked their interest? Additionally, what
after sun down, and sure enough, they where right. With
order of sealers did they idolize, or aim to train under?
most of the town fast asleep, a hoard of figures emerge
How did they go about perusing this training? Was it
from the forest with weapons in hand, all heading for the
through a large school, a single mentor, or did their love
town center. Some even gaze upon the newly created
of dusty old tomes lead them to become entirely self
mural in amazement. This quickly turns to terror as they
taught?
catch a glimpse of the painter touching their hands to the
Finally, think of their life after gaining these
mural, causing the elegant dragon depicted upon it to
fundamentals. How do they use them, and for
emerge from the wall with a powerful roar.
what purpose?
Sealers might first seem to be nothing more than
unassuming writers or artists, but their powerful sealing
technique utilizes these skills to create powerful,
specialized magic.
EQUIPMENT
CLASS FEATURES You start with the following equipment, in addition to the
As a Sealer you gain the following class features. equipment granted by your background:
• (a) a quarterstaff , or (b) a dagger
HIT POINTS • a set of leather armor
Hit Dice: 1d8 per sealer level • the two tool sets you chose proficiency with as a part
Hit Points at 1st Level: 8 + your Constitution modifier of this class
Hit Points at Higher Levels: 1d8 (or 4) + your • 10 GP worth of scroll making supplies
Constitution modifier per sealer level after 1st • (a) a scholar's pack, or (b) a diplomat's pack
• a bed roll, and 5 rations
PROFICIENCIES
Armor: Light armor Alternatively, you may start with 5d4 x 10 gp to buy your own
equipment.
Weapons: Simple weapons
Tools: Choose 2 from Calligrapher's supplies,
Cartographer's tools, Forgery kit, Navigator's tools, or Quick Build
You can make a Sealer quickly by following these suggestions. First,
Painter's supplies
Intelligence should be your highest ability score. Then choose either
Saving Throws: Dexterity, Intelligence Dexterity or Constitution, as your second highest. Finally, take the Sage
Skills: Choose 2 from Arcana, Deception, History, background.
Insight, Investigation, Perception, Persuasion,
Performance, Religion, or Slight of Hand
SPELLCASTING SPELLCASTING FOCUS
Starting at 1st level, intense study of special magical You are able to use a set of Calligrapher's supplies,
patterns has granted you access to the arcane. Cartographer's tools, Forgery kit, Navigator's tools, or
The Sealer spell list can be found on page 19. Painter's supplies as a spellcasting focus for your Sealer
spells.
CANTRIPS
At 1st level, you know three cantrips of your choice from SCROLL SCRIVENER
the sealer spell list. You learn additional sealer cantrips Starting at 1st level, your mastery of writing combined
of your choice at higher levels, as shown on the Cantrips with your growing knowledge of magic both perfectly
Known column of the Sealer table. lend themselves to scribing spell scrolls.
Scribing a spell scroll takes an amount of time and
PREPARING AND CASTING SPELLS money related to the level of the spell you wants to
scribe, as shown in the Spell Scroll Costs table. In
The Sealer table shows how many spell slots you have to
addition, you must provide any material components
cast your sealer spells of 1st level and higher. To cast one
required for the casting of the spell. Moreover, you must
of these sealer spells, you must expend a slot of the spell’s
have the spell prepared in order to scribe a scroll of that
level or higher. You regain all expended spell slots when
spell.
you finish a long rest.
If the scribed spell is a cantrip, the version on the
You prepare the list of sealer spells that are
scroll works as if the caster were 1st level.
available for you to cast, choosing from the sealer spell
More over, you automatically succeed on any
list. When you do so, choose a number of sealer spells
checks required to make the spell scroll.
equal to your Intelligence modifier + your sealer level
(minimum of one spell). The spells must be of a level for
which you have spell slots. ARCANE SCRIBE
For example, if you are a 3rd-level sealer, you have The Spell save DC and Spell attack modifier for a spell cast
four 1st-level and two 2nd-level spell slots. With an from a scroll that you created is equal to your spell save
Intelligence of 16, your list of prepared spells can include DC and spell attack modifier. Additionally, when you cast
six spells of 1st or 2nd level, in any combination. If you a spell from any scroll, you can use your spell save DC or
prepare the 1st-level spell Illusory Script, you can cast it spell attack modifier instead.
using a 1st-level or 2nd-level slot. Casting the spell
doesn’t remove it from your list of prepared spells. Spell Scroll Costs
You can also change your list of prepared spells Spell Level Time Cost
when you finish a long rest. Preparing a new list of sealer
spells requires time spent in meditation: at least 1 minute Cantrip 1 hour 5 gp
per spell level for each spell on your list. 1st 4 hours 10 gp
2nd 12 hours 75 gp
SPELLCASTING ABILITY
Intelligence is your spellcasting ability for your sealer 3rd 1 day 200 gp
spells, as your knowledge magic comes from years of
4th 2 days 400 gp
dedicated study and book-work. You use your
Intelligence whenever a spell refers to your spellcasting 5th 4 days 750 gp
ability. In addition, you use your Intelligence modifier
6th 8 days 1,000 gp
when setting the saving throw DC for a sealer spell you
cast and when making an attack roll with one. 7th 16 days 1,750 gp
8th 32 days 2,500 gp
Spell save DC= 8 + your proficiency bonus +
your Intelligence modifier 9th 48 days 10,000 gp
RITUAL ADEPT
Starting at 6th level, performing a ritual now only takes
you 1 minute longer to cast than normal, rather than 10
minutes.
In addition, choose two sealer spells with the ritual
tag. The ritual instructions for these spells are forever
PINNACLE SCRIBE
fixed in your mind, letting you cast them as rituals even if Starting at 18th level, thanks your mastery at
you do not have them prepared. creating and utilizing the powerful magic of
You can change these spells for other sealer ritual spell scrolls, when you use their stored power,
spells after you finish a long rest. there is a chance the scroll is not consumed
upon use.
Whenever you use a scroll, you also roll one
DECIPHER ARCANE of the dice associated with the level of the spell on the
Starting at 10th level, given your aptitude for creating scroll, as shown on the Spell Scroll Stability table. If you
scrolls, you are well versed in the specific magic symbols roll the highest possible number on this die, the spell
needed to scribe them. As such, you are able to quickly scroll is not consumed upon use.
decipher and utilize any scroll at your disposal.
You are able to use spell scrolls to cast spells even Spell Scroll Stability
if they are not on the Sealer spell list. The scroll is still
destroyed after casting, as normal. Spell Level Die Size Rolled
Cantrip, 1st, 2nd d4
CEREMONIAL SERENITY 3rd, 4th d6
Starting at 14th level, performing rituals are now so
second-nature to you that they no longer take much of 5th, 6th d8
your mental effort. 7th d10
When you perform a ritual, it no longer breaks
your concentration on a spell you are currently 8th d12
concentrating on. 9th d20
ARTISTIC IMPACT
Starting at 11th level, after you create a seal, your next
melee attack with the battle brush is empowered by a
kick-back of magic.
Instead of dealing the damage described in your
Color Burst feature, your next attack deals a number of
damage equal to 2d10, plus additional d10s equal to the
level of the spell slot used to create the seal. This damage
is the same type as your paint color chosen via your Color
Burst feature.
This empowerment lasts for 1 minute, or until you
successfully deal damage with this attack, after which the
empowerment ends.
LIVING INK RITUAL STAFF
Having weaved life into a large mass of ink, your new A sturdy staff tipped with magical chalk for drawing
trusty companion will happily scribe sigils for you. They sigils, and adorned with various magical spell
are carried in a large ink-pot of magically reinforced components for performing rituals.
glass, clay, metal, or similar, to keep them safe.
Ritual Staff Features
Living Ink Features
Level Feature
Level Feature
2nd Ritual Knowledge
2nd Inkwell Companion
5th Sealing Rite
5th Premium Ink
11th Ceremonial Invigoration
11th Blot Burst
RITUAL KNOWLEDGE
INKWELL COMPANION Starting at 2nd level, you are able to prepare an
Starting at 2nd level, as a bonus action, you can command additional number of sealer spells equal to your
your Inkwell Companion to emerge from its Inkwell, proficiency bonus. However, these spells must
appearing in an unoccupied space of your choice within 5 have the ritual tag.
feet of you. You can return it to the Inkwell as an action if
it is within 5 feet of you. It has full-cover while inside.
The companion is friendly to you and your SEALING RITE
companions, and it obeys your commands. The statblock Starting at 5th level, your deeper practice of rituals
for the Inkwell Companion can be found on page 18, carries over into your sealing abilities.
which uses your proficiency bonus (PB) in several places. You are able to perform a special 10 minute ritual
In combat, the companion shares your initiative in order to activate a seal. When you activate a seal in this
count, but it takes its turn immediately after yours. It can way you do not expend a spell slot. This seal can only be a
move and use its reaction on its own, but the only action maximum size equal to your largest possible spell slot for
it takes on its turn is the Dodge action, unless you take a your level.
bonus action on your turn to command it to take another Alternatively, you can choose to prime your seal
action, this can be a part of the same bonus action used to after completing this ritual. If you do so, choose a
cause it to emerge from the inkwell. That action can be triggering event, such as a word being spoken, or a
one in its stat block or some other action. If you are creature entering into the seal's area. This event must
incapacitated, the companion can take any action of its occur within 60 feet of one of the sigils that make up the
choice, not just Dodge. seal. After the trigger occurs, the seal then activates.
If your companion has died, your inkwell will The time needed to perform this ritual is reduced
produce another one once you finish a long rest, or to 1 minute once you reach 6th level, due to your Ritual
expend a spell slot of 1st level or higher as an action. You Adept feature.
can only have one Inkwell Companion at a time.
CEREMONIAL INVIGORATION
PREMIUM INK Starting at 11th level, while you are performing your
Starting at 5th level, your Inkwell Companion's rituals you are also able to draw in some of the magic to
movement speed increases by 10 feet. invigorate yourself.
Additionally, when you return your companion to After you finish casting a ritual, you gain a number
it's inkwell, it gains a number of temporary hit points of temporary hit points equal to twice your proficiency
equal to your Sealer level. bonus.
If you so choose, you are able to cast a special
BLOT BURST ritual that does not result in a spell, simply to gain the
Starting at 11th level, as an action, you can cause your above effect.
Companion to shower ink around it. All creatures within
10 feet of it must make a Dexterity saving throw against
your spell save DC. On a failure they take 8d4 acid damage
and are blinded until the end of their turn. On a success
they take half as much and aren't blinded.
Once you use this feature, you can't do so again
until you finish a long rest, unless you expend a spell slot
of 3rd level or higher to use it again.
SIGIL CARDS WAX SEALS
You specialize in creating magical cards with sigils These special wax candles provide Sealers with a
already inscribed onto them, always having enough on magically replenishing source of sturdy wax to form solid
hand for any situation. These either take the form of a sigils. Dripping wax onto the ground, a Sealer imprints it
stiff throw-able card, or a piece of paper tied to a dart or with special metal stamps to help shape its magic.
similar delivery method.
Wax Seals Features
Sigil Cards Features
Level Feature
Level Feature
2nd Strengthened Bonds
2nd Card Tricks
5th Wax Wall
5th Throw-Down
11th Sealer's Bastion
11th Flick of the Wrist
STRENGTHENED BONDS
CARD TRICKS Starting at 2nd level, thanks to the more solid structure
Starting at 2nd level, when you take your bonus action to of the magical wax, the bonds between your sigils are
create sigils, you can throw your sigil cards at a surface strengthened.
within 15 feet of you to create a sigil. Just like normal When making a seal, you are able to form a
sigils, they are intangible and immune to all damage connection with sigils placed an additional 5 feet apart
once, and cannot be moved or interacted with by from each other.
creatures other than you once they have been thrown
onto a surface. WAX WALL
Starting at 5th level, the wax magic infused into your
THROW-DOWN sigils can now be super charged, letting you create quick
Starting at 5th level, you and your vast supply of cards temporary barriers.
are ready for anything. When you use your action to create a seal, you can
When you roll for initiative, you can immediately choose to create a Wax Wall. When you do so, a wall of
throw one sigil card down, and create a sigil within wax is formed in a line between your choice of two of the
range, no action or reaction required. After you do so, the sigils that make up the seal. This wall can be made up to
turn order begins as normal. 15 feet tall, and is 2 feet thick.
This wall has a number of hit points equal to your
FLICK OF THE WRIST intelligence modifier, plus twice your Sealer level.
Additionally, it has an AC equal to 10, plus your
Starting at 11th level, both the strength of you cards, and
proficiency bonus. The wall vanishes after it drops to 0 hit
your throwing ability greatly improve.
points, or after 1 minute has past.
You are now able to throw your sigil cards at a
surface within 30 feet of you.
SEALER'S BASTION
Starting at 11th level, your seals can now remain active
for 30 minutes.
More so, your Wax Wall now has a number of hit
points equal to your intelligence modifier, plus triple
your Sealer level.
Alternatively, you can choose to set up 3 walls in
one seal. If you do so, each wall only has a number of hit
points equal to your intelligence modifier, plus your
Sealer level.
SIGNATURE ORDER DRAWN TO LIFE
Starting at 3rd level, using your artistic skill, you can
Choose the Order of Sealers who will help shape your quickly paint the likeness of a creature to summon it into
further study and artistry. Pick from one of the following reality. When summoned, it might appear be a perfect
options. recreation, be something more akin to a piece of abstract
art, or anywhere in between.
O RDER OF RTISTS A When you first summon a creature by casting a
spell or using a spell scroll, it gains a number of
Sealers of this order are no mere painters, they have an temporary hit points equal to your Sealer level.
unshakable conviction to show everyone their artistic If a summon spell requires you to use your bonus
vision. They aim to fill the world with beautiful works of action to command the summon, you can still scribe your
art, adding color wherever they go, and even weaving life sigils using the same bonus action.
into their artistic creations.
SCROLL BASTION
FOLD Starting at 14th level, while you are within your seal, the
Starting at 3rd level, you learn the Origami Swarm SFS magic of your origami weapon can bolster your defences.
cantrip. This doesn't count against the total number of While holding an origami weapon, you gain the defensive
cantrips you know. bonus associated with the scroll's school of magic. You
More over, you have a constant swarm of origami can only benefit from one of these bonuses at a time.
creations floating around, automatically replenishing
when destroyed. At the start of each of your turns you
Scroll Magic Bonus
can choose to gain a number of temporary hit points Spell School Defensive Bonus
equal to half your Intelligence modifier rounded up.
Abjuration, Illusion +3 to AC
TRICKERY
Starting at 3rd level, given this order's aptitude for
trickery, you have picked up a few additional talents.
You have learnt to read, speak, and write Thieves'
Cant. Additionally, you gain proficiency with your choice
of either, Forgery Kits, the deception skill, or the stealth
skill.
INVISIBLE INK
Starting at 3rd level, you can choose for any sigils, seals,
and the magical effects produced within, you create to be
invisible to all creatures other than those you specify.
TATTOOING OTHER CREATURES
ORDER OF TATTOOS You are able to apply these tattoo pens to other creatures,
Tired of writing on dusty parchment, members of the and they are even able to utilize their magic, even if that
Order of Tattoos much prefer to scribe their art on the creature does not have any spell casting experience.
bodies of themselves and others for all to see. However, your skill as a tattoo artist determines now easy
it is for that creature to use them.
Order of Tattoos Features You are able to inject your tattoos onto a creature,
Level Feature if the spell level of the tattoo is less than or equal to half
your proficiency bonus rounded up.
3rd Tattoo Magic, Inked When the creature uses the tattoo it uses all of
6th Iron Mark your spell casting stats for the purposes of that spell. The
tattoo then disappears as described in you Inked feature.
10th Ink Conversion, Signature Tattoo
14th Second Skin IRON MARK
Starting at 6th level, your tattoo magic has infused your
seals with special magical glyphs and runes that can jump
TATTOO MAGIC to your allies, offering them greater protection.
Starting at 3rd level, adept at scribing magic onto skin, All creatures you deem friendly within your seals
these sealers naturally specialize in bolstering spells. gains a +2 bonus to their AC while they remain inside.
Once you gain access to one of these spells, you
always have it prepared, and it doesn't count against the
number of spells you can prepare each day. If you gain INK CONVERSION
access to a spell that doesn't appear on the sealer spell Starting at 10th level, as an action, you are now able to
list, the spell is nonetheless a sealer spell for you. directly turn an existing spell scroll into a tattoo pen.
This works with scrolls of spells not on the sealer spell
Extended Spell List list, thanks to your Decipher Arcane feature. After
converting a scroll into a tattoo pen the scroll is
Sealer Level Spells
destroyed.
Sanctuary, Shield
3rd
Aid, Enhance Ability SIGNATURE TATTOO
5th Haste, Vampiric Touch Starting at 10th level, your magical artistry grows to new
heights, allowing for your tattoos to almost become an
7th Death Ward, Stoneskin extension of your very being.
9th Seeming, Skill Empowerment XGE At the end of a long rest you can pick one magical
tattoo on your body containing a spell of 3rd level or
lower to become your Signature Tattoo. While that tattoo
I NKED is considered your Signature Tattoo it will never truly
fade, even after it is used to cast its spell. Its magic will be
Starting at 3rd level, you are able to create special tattoo restored after you finish a long rest.
pens filled with magical ink. This is done in the same way Additionally, the spell contained in the tattoo is
as if you where making a spell scroll via your Scroll always considered prepared, and it doesn't count against
Scrivener feature. the number of spells you can prepare each day. If that
As an action you can touch this tattoo pen to your spell doesn't appear on the sealer spell list, the spell is
skin, releasing the magic into your body forming a tattoo. nonetheless a sealer spell for you.
The pen used then becomes magically inert.
Once inscribed on a creature's body, damage or
injury doesn't impair the tattoo's function, even if the SECOND KIN S
tattoo is defaced. When applying a magic tattoo, a Starting at 14th level, the glyphs and runes of your seals
creature can customize the tattoo's appearance. A magic can now further protect those within its zone.
tattoo can look like a brand, scarification, a birthmark, If a creature you deem friendly inside your seals
patterns of scale, or any other cosmetic alteration. takes damage that would reduce it to 0 hit points, it
Once the tattoo is there, you can cast its spell, instead drops to 1 hit point, and gains a number of
requiring no material components. The tattoo glows temporary hit points equal to your Sealer level.
faintly while you cast the spell and for the spell's A creature can only benefit from this effect once
duration. Once the spell ends, the tattoo vanishes from per short or long rest.
your skin. The tattoo is considered a spell scroll for the
purposes of your class features.
You are unable to view this information unassisted
ORDER OF CARTOGRAPHY however. You are able to create magic infused maps that
The Cartographers of this order are not only masterful act as a window into this geographical database, and
map makers, but excellent self-sufficient explorers as automatically fill themselves in. You can perform a
well. Often travelling to dangerous unexplored lands with special 1 minute ritual with a piece of parchment to
nothing but their skills and magical maps to guide them. create one of these magical maps. There is no limit to the
number of these maps you can make, and all the copies
Order of Cartography Features are updated as you travel, or you can choose to create a
static map that does not update, or is able to be scrolled,
Level Feature
as described below.
3rd Cartography Magic, Explorer, You know the general location of all of the magic
Magical Mapping maps you've created, and can choose to destroy any
number of them at any time, no action required.
6th Wanderlust As an action, the creator of the map can touch a
10th Masterful Observer point on the map and then write notes or a name for that
landmark, such as a cave, ruin, or city.
14th Through the Brush As an action, a creature can interact with the map,
mentally directing the map to zoom in or out, scroll
around in any of the compass directions to reveal areas
C ARTOGRAPHY M AGIC previously explored, or to cause the map to automatically
Starting at 3rd level, sealers of this order hone their scroll to a note, as described above. Only the creator of
fundamental magic to focus in spells that help them while the map can cause the map to centre on themselves.
exploring uncharted territory for long periods of time. There are two distinct ways to gather information.
Once you gain access to one of these spells, you
always have it prepared, and it doesn't count against the OVERLAND MAPPING
number of spells you can prepare each day. If you gain This is the main method of mapping. Your magic causes
access to a spell that doesn't appear on the sealer spell the area around you to be filled in on the map by an
list, the spell is nonetheless a sealer spell for you. invisible and intangible sensor floating high above you in
the sky. This sensor does not pickup creatures, only
Extended Spell List
geographical features, structures and objects.
Sealer Level Spells You gather fine detail for your map to display
within 60 feet of you as you travel. Areas outside this
Goodberry, Longstrider
3rd range, out to a number of feet equal to a radius 1000 times
Enhance Ability, Spike Growth your proficiency bonus, are still tracked, but not in as
much detail. The areas of fine detail are almost photo
5th Create Food and Water, Fly realistic, where the other areas are more like a high
7th Arcane Eye, Freedom of Movement quality painting.
9th Commune with Nature,
Teleportation Circle
DUNGEONEER'S MAP
An alternative method of mapping. In order to start a
Dungeoneer's Map, you must tie it to a note. Once linked
to the note, you can choose to have the map enter this
E XPLORER separate mode by pressing the note on the map. You can
Starting at 3rd level, a good cartographer isn't afraid to choose to return to the Overland Mapping mode at any
get a little dirty, climbing over every hill and valley. time no action required.
You gain a climb speed equal to you walking speed. While in this mode, your map will fill in any spaces
If you already have a climbing speed, it increases by 10 with open air, that are flooded with water, or similar. It
feet. Additionally, you gain proficiency with your choice will not fill in areas of solid material such as walls, or
of either, Cartographer's Tools, the perception skill, or stone. This mapping is done within a number of feet of
the survival skill. you equal to 10 times your proficiency bonus.
The easiest way to think about this feature is it's like having your own Pseudopod. Melee Weapon Attack: +2 plus PB to
personal GPS, combined with the Map item from everyone's favourite hit, reach 5 ft., one target. Hit: 1d4 + PB,
block game. bludgeoning damage.
Some practical uses of this feature are:
• Always knowing what direction you are going.
• Never getting lost.
• Revealing Illusory terrain. (eg. A false bridge will not show up
on your map)
• Seeing what is around a corner before walking around it.
• Plant a map on the BBEG to learn their general whereabouts.
• And more. Get creative with it.
SEALER SPELL LIST Levitate
Locate Animals or Plants
Speak with Plants
Stinking Cloud
Cantrips Grease Locate Objects Summon Fey TCE*
Hush SFS Magic Mouth Summon Shadowspawn TCE
Acid Splash
Ice Knife XGE Magic Weapon Summon Undead TCE
Blade Ward
Ice Slide SFS Maximilian's Earthen Grasp XGE
Tidal Wave XGE
Bounding Blob SFS
Identify Melf's Acid Arrow Tiny Servant XGE
Control Flames XGE
Illusory Script Mirror Image Tongues
Dancing Lights
Jump Misty Step Wall of Water XGE
Double Tap SFS
Longstrider Nathair's Mischief FTD Water Breathing
Friends
Magic Missile Nystul's Magic Aura Water Walk
Guidance
Protection from Evil and Good Phantasmal Force Wind Wall
Gust XGE
Purify Food and Drink Protection from Poison
Ink Blot SFS
Refrigerate / Warm SFS Pyrotechnics XGE 4th Level
Inquiry SFS
Sanctuary Rime's Binding Ice FTD Arcane Eye
Jot SFS
Shield Sea Surge SFS Banishment
Light
Silent Image See Invisibility Confusion
Mage Hand
Sleep Shadow Blade XGE Control Water
Magic Stone XGE
Slime Repulsion SFS Silence Death Ward
Mending
Snare Sky Write XGE Dimension Door
Message
Speak with Animals Suggestion Divination
Minor Illusion
Tasha's Caustic Brew TCE Summon Beast TCE* Elemental Bane XGE
Mold Earth XGE
Tenser's Floating Disk Transcribe SFS Evard's Black Tentacles
Origami Swarm SFS
Unseen Servant Zone of Truth Fabricate
Personal Bubble SFS
Poison Spray Waterproof SFS Freedom of Movement
Prestidigitation 3rd Level Greater Invisibility
Resistance 2nd Level Animate Dead Hallucinatory Terrain
Shape Water XGE Aid Blink Leomund's Secret Chest
Shocking Vision SFS Alter Self Catnap XGE Locate Creature
Spare the Dying Animal Messenger Clairvoyance Meditative State SFS
Swirling Shards SFS Arcane Lock Counterspell Mordenkainen's Private Sanctum
Teleportation Circle
Wall of Force
Antimagic Field
Demiplate
SEALS LIST
Wall of Light Earthquake The following is a list of seals you are able to learn via
Wash Away SFS Feeblemind your Seals feature. They are organized alphabetically.
Frozen Domain SFS
6th Level Glibness SAVING THROWS
Arcane Gate Illusory Dragon XGE If a seal asks for a saving throw, the DC for it is equal to
Caustic Mire SFS Maddening Darkness XGE your spell save DC.
Deluge SFS Maze
Drawmij's Instant Summons Mighty Fortress XGE Tips: How to place Sigils & Seals
Eye Bite Mind Blank If you are just getting started with making a Sealer, you can find a
Find the Path Rewrite Destiny SFS detailed visual explanation of how to use and place seals on page 23.
Fizban's Platinum Shield FTD Telepathy
Forbiddance Tsunami
Globe of Invulnerability SEAL OF ANTI-MAGIC
Guards and Wards 9th Level The aura that permeates this seal can dampen the magic
Heal Astral Projection of spells cast within.
Mass Suggestion Design Domain SFS When a creature you deem hostile attempts to cast
Mental Prison XGE Foresight a spell within the seal, if that spell is of a level equal to or
Move Earth Gate less than the spell slot you used to create this seal, that
Primordial Ward XGE Inkwell Dragon SFS creature must make a saving throw using its spellcasting
Programmed Illusion Imprisonment stat. On a failed save, the creature does not cast the spell,
Scatter XGE Mass Polymorph XGE and the spell slot is wasted.
Summon Fiend TCE Prismatic Wall
Tasha's Otherworldly Guise TCE
Tenser's Transformation XGE
Shape Changer SEAL OF APPROVAL
Time Stop A mind warping seal that alters what a creature perceives
True Seeing True Polymorph they can and can't do.
Wall of Ice Weird A creature you deem hostile that starts its turn
Wish within the zone must succeed on an Intelligence saving
throw or fall under the scrutiny of the seal. The affected
creature must then choose either to move, take an action,
or a bonus action. Once it chooses one, it cannot perform
the others until the start of its next turn.
SEAL OF CONTAINMENT
Creatures you deem hostile that start their turn within
the area of the seal or move into it for the first time on
SEAL OF ARCANE UNBURDENING their turn must make a Charisma saving, on a failed save
When you or a creature you deem friendly attempts to until the start of their next turn, they are unable to leave
cast a spell at a higher level than normal (such as a 1st the seal's area, and teleportation magic will fail to work of
level spell being cast with a 3rd level spell slot), that they target an area outside of the seal.
creature also rolls a die, the size of which is determined
by your Intelligence modifier, as shown on the table SEAL OF ATE F
below. On a roll of a 1 on this die, the caster of the spell You are able to weave fate in your favour thanks to this
can choose to expend a spell slot one level lower than the seal's magic.
one they intended to expend, but still gain the same When a creature is hit by an attack roll, or fails a
effect as if they had cast it using the intended spell slot. saving throw while it is within your seal, you can use your
reaction to let them re-roll the saving throw, or force the
Arcane Unburdening Die Size List creature making the attack to re-roll the attack roll. They
must use the new result.
Intelligence Modifier Die Size Rolled
+1 d12
SEAL OF FOREBODING
+2 d10 You flood the minds of your foes with divination magic,
+3 d8 giving your allies potential insight into their plans.
When you first create the seal, and again at the
+4 d6 start of all your subsequent turns, pick a number of
+5 d4 creature within your seal to mark equal to the level of the
spell slot expended to create the seal, you can only have a
maximum amount of creature marked in this way equal
S B
EAL OF OULDERS
to this number. The marked creatures must make a
Wisdom saving throw at the start of each of their turns.
When the seal first appears choose an unoccupied 10 foot On a fail, all attack rolls they make are made with
cube that is mostly or entirely within the seal's area, a disadvantage, and any creatures they force to make a
large stone boulder then appears in that space. This saving throw makes that save with advantage. This effect
boulder disappears once the seal is no longer active. lasts until the start of their next turn, or until they leave
If you make a seal with a size requiring a minimum the seal.
spell slot of 4th level or higher to create, you can form 1
additional boulder (for a total of 2). If you make a seal
with a size requiring a minimum spell slot of 8th level or S EAL OF ALES G
higher to create, you instead can form 2 additional Choose a unoccupied space on a surface within your seal,
boulders (for a total of 3). and a vortex of wind appear there, attempting to blow
away anything you wish.
S C
EAL OF INDERS Any object that is not being worn or carried within
the seal weighing 100 pounds or less is pushed away from
Small cinder-like elemental spirits fill the air inside this
the vortex at a rate of 10 feet per turn (on your initiative).
seal's area. All creatures you deem hostile that start its
If the object weighs 5 lbs or less it is pushed away from
turn in the area, or moves into it for the first time on its
the vortex quickly, arriving at the edges of the seal on the
turn, must succeed on a Constitution saving throw or
turn the seal is created.
take an amount of fire damage equal to 1d6 plus your
More over, any creatures you deem hostile that
Intelligence modifier.
starts its turn in the area, or moves into it for the first
This seal's damage increases by 1d6 when you
time on its turn, must succeed on a Strength saving
reach 5th level (2d6), 11th level (3d6), and 17th level
throw, or be moved a number of feet away from the
(4d6).
vortex equal to 5 times half your Intelligence modifier,
rounded up. If the creature fails this save by 5 or more,
they are also knocked prone.
Flying creatures have disadvantage on this saving
throw, and even on a successful save, they are moved 5
feet away from the vortex.
SEAL OF GRAVITY SEAL OF SENSING
Choose a unoccupied space on a surface within your seal, You know the location and amount of any creature inside
an orb of condensed gravity appear there, attempting to this seal's area, you receive this information mentally.
suck in anything you wish. Invisible objects or creatures you deem hostile are
Any object that is not being worn or carried within highlighted, and cannot benefit from being invisible.
the seal weighing 100 pounds or less is moved towards
the gravity well at a rate of 10 feet per turn (on your
initiative). If the object weighs 5 lbs or less it is sucked
SEAL OF SHROUDS
towards the gravity well quickly, arriving there on the A wall of inky blackness forms on the borders that make
turn the seal is created. up the seal. This wall extends upwards to the maximum
More over, any creatures you deem hostile that effect height chosen when you activated the seal.
starts its turn in the area, or moves into it for the first Creatures are unable to see thought this wall, but
time on its turn, must succeed on a Strength saving can pass though it.
throw, or be moved a number of feet towards the gravity
well equal to 5 times half your Intelligence modifier, SEAL OF UPDRAFTS
rounded up. Magical wind twirls and dances within your seal, lifting
Flying creatures have disadvantage on this saving your allies up into the air.
throw, and even on a successful save, they are moved 5 Any creature you deem friendly within the seal
feet towards the well. gains a flight speed in feet equal to 10 time your
Intelligence modifier.
SEAL OF ICE An affected creature loses this flight speed if the
Small frosty elemental spirits fill the air inside this seal's leave the seal's zone, immediately falling out of the sky.
area. All creatures you deem hostile that start its turn in
the area, or moves into it for the first time on its turn, SEAL OF WARDING
must succeed on a Constitution saving throw or take an Little shield-like motes of energy float gracefully around
amount of cold damage equal to 1d4 plus your in your seal, ready to protect your allies at any moment.
Intelligence modifier, and have their movement speed Any creature you deem friendly within the seal
reduced by 10 feet until the start of their next turn. that takes damage, can immediately use its reaction to
This seal's damage increases by 1d4 when you reduce that damage by an amount equal to your
reach 5th level (2d4), 11th level (3d4), and 17th level Intelligence modifier. In addition, if the attack that dealt
(4d4). the damage resulted in a critical hit, it is now considered
a regular hit.
SEAL OF POWER
This seal is designed to embolden your allies to perform SEAL OF WAVES
their most devastating attacks. The ground within the seals area is magically replaced
When a creature you deem friendly in this seal with a pool of water. This water can be made up to a
rolls to determine damage they deal with an attack, spell, maximum depth in feet equal to 10 times your
or feature, and any of the dice rolled results in a 1 or 2, intelligence modifier.
that creature can re-roll those dice. They must take the If a creature is in or under the water when the seal
new result. vanishes, it is quickly and harmlessly brought to the
surface before the seal's effects disappear.
SEAL OF REPLENISHMENT
Healing energies are amplified by this seal's magic SEAL OF ZAPPING
When a creature you deem friendly in this seal has Sparks crackle and jump around the seal. All creatures
its hit points restored via a potion or from a spell cast you deem hostile that start its turn in the area, or moves
using a spell slot, you can add your Intelligence modifier into it for the first time on its turn, must succeed on a
to a die roll of that instance of healing. Constitution saving throw or take an amount of lighting
damage equal to 1d4.
SEAL OF SAFETY This seal's damage increases by 1d4 when you
If a creature you deem hostile attempts to move or reach 5th level (2d4), 11th level (3d4), and 17th level
teleport into spaces within this seal, it must first succeed (4d4).
on a Charisma saving throw or be unable to enter until The dice used for this damage increases by one
the start of their next turn. size, to a maximum of a d12, for each additional hostile
creature beyond one inside the seal.
MULTICLASSING A SEALER
The Sealer follows the same rules for multiclassing as found in the Player's Handbook, on pages 163 and 164.
MULTICLASSING PREREQUISITES
Class Ability Score Minimum
Sealer Intelligence 13
PROFICIENCIES
Class Proficiencies Gained
Choose one from Calligrapher's supplies, Cartographer's tools, Forgery kit,
Sealer
Navigator's tools, or Painter's supplies
WHAT DOES A SEAL LOOK LIKE IN ACTION, AND HOW MUCH SPACE DOES IT TAKE UP?
To the right is an example of 5 sigil seal spaced as far apart
as possible. The rings represent the sigils, and the dark
purple lines represent the magic linking them together
to form the seal once the sigils are infused with magic.
The seal's area of effect includes the spaces within, as
well as the spaces with the sigils, and the spaces the
lines connect through.
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The creature is an ally to you and your
APPENDIX companions. In combat, the creature shares your
initiative count, but it takes its turn immediately after
SPELLS yours. It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action
The following are reprinted spells that are core to the and uses its move to avoid danger.
Order of Artist's Play-style.
At Higher Levels. When you cast this spell using a spell
SUMMON BEAST slot of 4th level or higher, use the higher level wherever
2nd level Conjuration the spell's level appears in the stat block.
Casting Time: 1 action Available for: Druid, Ranger, Sealer, Warlock, Wizard
Range: 90 feet
Component: V, S, M (a feather, tuft of fur, and fish tail SUMMON ABERRATION
inside a gilded acorn worth at least 200 gp) 4th level Conjuration
Duration: Concentration, up to 1 hour
Casting Time: 1 action
You call forth a bestial spirit. It manifests in an Range: 90 feet
unoccupied space that you can see within range. This Component: V, S, M (a pickled tentacle and an eyeball in
corporeal form uses the Bestial Spirit stat block. When a platinum-inlaid vial worth at least 400 gp)
you cast the spell, choose an environment: Air, Land, or Duration: Concentration, up to 1 hour
Water. The creature resembles an animal of your choice
that is native to the chosen environment, which You call forth an aberrant spirit. It manifests in an
determines certain traits in its stat block. The creature unoccupied space that you can see within range. This
disappears when it drops to 0 hit points or when the spell corporeal form uses the Aberrant Spirit stat block. When
ends. you cast the spell, choose Beholderkin, Slaad, or Star
The creature is an ally to you and your Spawn. The creature resembles an aberration of that
companions. In combat, the creature shares your kind, which determines certain traits in its stat block. The
initiative count, but it takes its turn immediately after creature disappears when it drops to 0 hit points or when
yours. It obeys your verbal commands (no action required the spell ends.
by you). If you don't issue any, it takes the Dodge action The creature is an ally to you and your
and uses its move to avoid danger. companions. In combat, the creature shares your
initiative count, but it takes its turn immediately after
At Higher Levels. When you cast this spell using a spell yours. It obeys your verbal commands (no action required
slot of 3rd level or higher, use the higher level wherever by you). If you don't issue any, it takes the Dodge action
the spell's level appears in the stat block. and uses its move to avoid danger.
Available for: Druid, Ranger, Sealer At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, use the higher level wherever
SUMMON FEY the spell's level appears in the stat block.
3rd level Conjuration
Available for: Sealer, Warlock, Wizard
Casting Time: 1 action
Range: 90 feet
Component: V, S, M (a gilded flower worth at least 300
gp)
Duration: Concentration, up to 1 hour
You call forth an elemental spirit. It manifests in an You call forth a draconic spirit. It manifests in an
unoccupied space that you can see within range. This unoccupied space that you can see within range. This
corporeal form uses the Elemental Spirit stat block. When corporeal form uses the Draconic Spirit stat block. When
you cast the spell, choose an element: Air, Earth, Fire, or you cast this spell, choose a family of dragon: chromatic,
Water. The creature resembles a bipedal form wreathed gem, or metallic. The creature resembles a dragon of the
in the chosen element, which determines certain traits in chosen family, which determines certain traits in its stat
its stat block. The creature disappears when it drops to 0 block. The creature disappears when it drops to 0 hit
hit points or when the spell ends. points or when the spell ends.
The creature is an ally to you and your The creature is an ally to you and your
companions. In combat, the creature shares your companions. In combat, the creature shares your
initiative count, but it takes its turn immediately after initiative count, but it takes its turn immediately after
yours. It obeys your verbal commands (no action required yours. It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action by you). If you don't issue any, it takes the Dodge action
and uses its move to avoid danger. and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, use the higher level wherever slot of 6th level or higher, use the higher level wherever
the spell's level appears in the stat block. the spell's level appears in the stat block.
Available for: Druid, Ranger, Sealer, Wizard Available for: Druid, Sealer, Sorcerer, Wizard
SUMMON CELESTIAL
5th level Conjuration