0% found this document useful (0 votes)
616 views29 pages

2536593-Sealer PDF V 100

Uploaded by

youaredumb03
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
0% found this document useful (0 votes)
616 views29 pages

2536593-Sealer PDF V 100

Uploaded by

youaredumb03
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
You are on page 1/ 29

Sealer

By: Mitchell Turnbull


CREDITS TABLE OF CONTENTS

Class Design: Mitchell “Awesome Soul” Turnbull Sealer 3


Document Design: Mitchell Turnbull Class Features 4
Twitter — DM's Guild — Discord — Patreon — More Sealing Instruments 8
Character Artwork: Sam “Samalthea” Signature Orders 12
Order of Artists 12
Twitter
Order of Origami 13
Additional Seal Ideas: Order of Messengers 14
Order of Espionage 15
Ash Smith, Darkstrider, Darel “Drunken Yoda”
Order of Tattoos 16
Dominguez, “J. M.”, Order of Cartography 17
Sealer Spell List 19
Patreon Supporters (January 2023):
Seals List 20
Lady-Imperatrix Coalesca Marenus, Marcus Krueger, Rane
Multiclassing & Tips 23
Myhre, Sm0ll33B1ggz, WanderingDraco Appendix 25
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild.

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.

ARTISTRY & MAGIC


Sealers gracefully blur the line between the arcane and
the artistic. Their sealing techniques require precise and
deliberate symbols in order to manifest their magic
properly. Of course, this ties in perfectly with many
writing and artistic related skill sets. Many Sealers also
employ their skills as scribes, painters, cartographers,
and yes, even expert forgers.
THE SEALER TABLE
Level Proficiency Features Cantrips -Spell Slots per Spell Level-
Bonus Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Scroll Scrivener, Liturgy 3 2 — — — — — — — —
2nd +2 Seals, Sealing Instrument 3 3 — — — — — — — —
3rd +2 Signature Order, Artistic Pursuits 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
Sealing Instrument Feature,
5th +3 4 4 3 2 — — — — — —
Swift Sealing
6th +3 Signature Order Feature, Ritual Adept 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
Signature Order Feature,
10th +4 5 4 3 3 3 2 — — — —
Decipher Arcane
11th +4 Sealing Instrument Feature 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
Signature Order Feature,
14th +5 5 4 3 3 3 2 1 1 — —
Ceremonial Serenity
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Pinnacle Scribe 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Ultimate Arcanum 5 4 3 3 3 3 2 2 1 1

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

Spell attack modifier= your proficiency


bonus + your Intelligence modifier More on Scrolls
The basic rules for this feature follow the “Scribing a Spell Scroll” found
on page 133 of Xanathar's Guide to Everything. However, Sealers are far
RITUAL CASTING more skilled at creating scrolls than others. As such, they can create them
You can cast a Sealer spell as a ritual if that spell has the significantly faster, and efficiently, lowering the production cost greatly.
ritual tag and you have the spell prepared.
Additional information on the basics of spell scrolls can be found on page
139 of the Dungeon Master's Guide.
If a creature casts the Dispel Magic spell, it can target one
LITURGY of the sigils that make up the seal. For the purposes of the
Starting at 1st level, if you have a spell scroll for a spell spell, your sigils are considered to be of a spell level equal
with the ritual tag on hand, you are able to perform that to the highest level spell slot you are able to cast at your
spell as a ritual without expending the spell scroll. current level. On a success, the sigil disappears.
If a sigil disappears, and causes a seal to have less than 3
SEALS sigils, or a sigil is too far away from another to form a
Starting at 2nd level, the magic of patterns, calligraphy, seal, the seal is instantly dispelled.
and art make up the backbone of this special kind of
magic. Seals are used to create specialized arcane effects,
bound within a specific area.
SEALING INSTRUMENT
Starting at 2nd level, you learn to specialize by picking a
You know a number of Seals equal to your
tool that begins to define how you scribe your seals. Your
proficiency bonus. When you gain a level in this class you
chosen sealing instrument counts as a spellcasting casting
can choose to exchange one Seal you know for another. A
focus for you. Choose one of the following options found
list of these Seals can be found on page 20.
on page 8. You gain the features of your Sealing
SIGILS Instrument at 2nd level, and again at 5th, and 11th levels.
Sigils are the building blocks of your seals. Using your To create your sealing instrument you must
spellcasting focus, as a bonus action you can create a sigil perform a special 10 minute ritual on an appropriate
on a surface you can see within 5 feet of you. Once you object. These are usually found within one of the tools
use this bonus action, you can place a second and third sets you gained proficiency with as a part of this class.
sigil at any time before you end your turn. The surface This ritual can be done as a part of a short or long rest.
does not need to be smooth or even, as this sigil is created
by magic, rather than something physical. The sigil is S
IGNATURE RDER O
intangible and immune to all damage, and cannot be Starting at 3rd level, after mastering the basics, only now
moved or interacted with by creatures other than you. can you delve deeper into the hidden knowledge your
You can have a maximum number of sigils scribed Order of Sealers have to divulge. These choices are
equal to twice your proficiency bonus. If you attempt to detailed later in the document on page 12. This choice
place a sigil that causes you to exceed this limit, you grants you features at 3rd level, and again at 6th, 10th,
choose one sigil, that sigil then disappears, and you place and 14th level.
the new sigil as normal.
A sigil must be within 20 feet of another sigil in
order to form a connection between the two. At least 3 A
RTISTIC URSUITS P
sigils (or more) must be connected in this way and form Starting at 3rd level, your lifelong dedication to your
an enclosed shape to create a seal. artistic and creative pursuits is quite impressive, even
bordering on masterful.
ACTIVATING A SEAL When you make an ability check involving the tool
As an action, you impart magic into a sigil you can see proficiencies chosen at 1st level, you double your
within 5 feet of you using your spellcasting focus, proficiency bonus for that check.
choosing what sigils to connect. The sigil must be able to More over, choose two languages of your choice.
form a connection in the way described at the bottom of You now know how to speak, read, and write those
the “Sigils” section. To do this, you must expend a spell languages.
slot of at least a level equal to the number of sigils that
make up the seal, minus two. When you do so, choose one
Seal that you know, the seal now takes on those effects A S
BILITY CORE MPROVEMENT I
within its area, and this effect can extending upwards to a When you reach 4th level, and again at 8th, 12th, 16th,
maximum height of 60 feet, you choose this height when and 19th level, you can increase one ability score of your
you activate the seal. choice by 2, or you can increase two ability scores of your
You can create and have active multiple seals, as choice by 1. As normal, you can't increase an ability score
long as you have enough sigils to make them. above 20 using this feature.
Using the optional feats rule, you can forgo taking
DISPELLING A SEAL this feature to take a feat of your choice instead.
After being fully activated, the magic that fuels the seal
will magically burn out the sigils after 10 minutes.
Alternatively, you can choose to end the seal early by
touching one of the sigils, and using a bonus action to end
the seal's effect. Only the creature that had written the
sigil can interact with them in this way.
SWIFT SEALING
Starting at 5th level, you have grown accustom to darting
around the battlefield in order to scribe your sigils.
Your walking speed increases by 10 feet.
More over, when you use your bonus action to
scribe a sigil, you can scribe up to four, instead of three,
on your turn.

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

Rules Reminder: Longer Casting Times


Certain spells (including spells cast as rituals) require more time to cast: ULTIMATE ARCANUM
minutes or even hours. When you cast a spell with a casting time longer Starting at 20th level, you have achieved the ultimate
than a single action or reaction, you must spend your action each turn understanding of sealing magic. Creating sigils and seals
casting the spell, and you must maintain your concentration while you do are almost effortless for you.
so. If your concentration is broken, the spell fails, but you don't expend a
spell slot. If you want to try casting the spell again, you must start over. When you use your action to activate a Seal, you
(from Page 202 of the PHB) can also cast a spell or cantrip as a part of the same
action. This spell must have a casting time of an action or
a bonus action.
Additionally, as a part of this action, if you cast a
spell at the same level or lower as the spell slot expended
to create the seal, you do not need to expend an
additional spell slot to cast that spell.
SEALING INSTRUMENTS ARCANE BRUSHES
Sealers that utilize these wand-like brushes always use
Pick what kind of sealing instrument you will specialize them in pairs. They are perfect for channelling the
in. Choose from one of the following options to help arcane, letting the wielder send their magic farther than
define how you create your seals and better utilize your ever before.
magic.
Arcane Brushes Features
AEGIS STAMP Level Feature
Users of this style of sealing instrument carry special
stamps, and utilize a large ink-pad with a hinged lid. 2nd Leave your Mark
These are often decorated with intricate, yet sturdy 5th Duel Brushes
metalwork, offering the wielder greater defensive
options. 11th Spell Sigils

Aegis Stamp Features LEAVE YOUR MARK


Level Feature Starting at 2nd level, the sigils you scribe are magically
linked with your Arcane Brushes.
2nd Armored Ink-Pad When you take an action to activate a seal you are
5th Sturdy Sigils able to activate it as long as you can see one of the sigils
that will make up the seal within a number of feet from
11th Inky Retribution you equal to 20 times your proficiency bonus.

ARMORED INK-PAD DUEL BRUSHES


Starting at 2nd level, you can use your reinforced ink-padStarting at 5th level, when you cast a cantrip with a range
to protect you from harm, holding it in one hand. This greater than self, its range is doubled.
grants you a +2 bonus to your AC. You cannot gain this More over, when you cast a cantrip you can choose to
benefit while also wielding a shield. channel it simultaneously between both of your brushes.
When you take an action to cast a cantrip that
deals damage, you can cast two cantrips instead of one.
STURDY SIGILS However, each cantrip fired deals damage as if you were a
Starting at 5th level, you have learned to channel the
1st level character.
magic that holds your seals together into a protective
Once you reach 11th level, the first cantrip you
boon for yourself.
attack with deals damage as if you where a 5th level
When you create a seal, you become infused with
character. Starting at 17th level, both cantrips deal
protective magic for the next minute. While infused with
damage as if you where a 5th level character.
this magic, when you fail a saving throw you can choose
to expend the infusion to re-roll that saving throw and
take the new result. Once you do so, this infusion ends. SPELL SIGILS
Starting at 11th level, after creating a seal the link
between your sigils and your brushes persists.
INKY RETRIBUTION As long as you are within 300 feet of the active seal,
Starting at 11th level, when you are targeted by a melee you can cast a spell as if you were in the location of one of
attack, you can use your reaction to cause ink to spray its sigils. When you do so, your senses momentarily shift
from your Armored Ink-Pad. to that location while you are casting that spell, letting
The attacker must succeed on a Dexterity saving you see and hear in order to aim the spell.
throw against your spell save DC, or be blinded until the You can only cast a spell in this way once per
start of your next turn. active seal.
BATTLE BRUSH INK & QUILL
A unique hybrid between a weapon and a sealing What first appears to be a simple pot of ink and a quill or
instrument. This giant paint brush has a reinforced body, pen are actually some of the most deadly tools in a
perfect for both pummelling foes, and channelling magic. Sealer's arsenal. Able to mark a target with cursed ink,
this pen might truly be mightier than the sword.
Battle Brush Features
Ink & Quill Features
Level Feature
Level Feature
2nd Battle Brush Training
2nd Enchanted Quill
5th Color Burst
5th Cursed Ink
11th Artistic Impact
11th Mightier than the Sword
BATTLE BRUSH TRAINING
Starting at 2nd level, you have learned to wield the ENCHANTED QUILL
mighty battle brush. Starting at 2nd level, you are able to use your enchanted
The battle brush is a considered a martial weapon quill or pen as a special thrown weapon.
that you gain proficiency with, and has the versatile This is considered a simple weapon with the light,
(1d10) property. This weapon deals 1d8 bludgeoning finesse, and thrown (30 / 60) properties. It deals 1d6
damage, and is considered magical. More so, you are able piercing damage, and you are able to use your
to use your Intelligence modifier for attack and damage Intelligence modifier for attack and damage rolls with
rolls with this weapon. this weapon.
Additionally, after making a thrown attack with
COLOR BURST this weapon it returns to your hand.
Starting at 5th level, having grown more accustom to
wielding this weapon, fighting with it has become second CURSED INK
nature. As such, you can now easily empower your strikes Starting at 5th level, once per turn, when you successfully
with colourful cantrip-like magic. hit a creature with your Enchanted Quill, you can mark it
After you finish a short or long rest, pick the with cursed ink. The creature is marked until the start of
primary paint color of your brush. Each color represents your next turn. While marked, that creature has
a damage type; Red (Fire), Blue (Cold), Yellow (Lightning), disadvantage on saving throws against your Seal effects.
Green (Acid), Purple (Necrotic), or Orange (Thunder).
Once per turn, when you deal damage using your
battle brush, it deals an additional 1d6 damage of the MIGHTIER THAN THE SWORD
associated paint type. This increases by 1d6 when you Starting at 11th level, the intensity of your cursed ink
reach 11th level (2d6), and again at 17th level (3d6). now reacts more violently with your seals.
Once per round, when a creature marked by your
cursed ink fails a saving throw against your Seal effects, it
Designer's Note takes 3d8 force damage. This damage increases to 4d8
This feature is designed to deliver a weaker extra attack-like feature, while
still playing into the cantrip fantasy of spellcasters. Stronger than just once you reach 17th level.
attacking with cantrips, but weaker than extra attack.

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.

Order of Artists Features COLOR PALETTE


Starting at 6th level, while you are inside a Seal that you
Level Feature created, you are able to change the damage type of a spell
3rd Artistic Magic, Drawn to Life you cast using a spell slot or spell scroll. When you
change a damage type using this feature, it can be
6th Color Palette changed to any type other than bludgeoning, piercing,
10th Masterpiece slashing, or force.
Additionally, if another creature casts a spell or
14th Artistic Aegis uses a spell-like ability while in your seal, you can use
your reaction to change its damage type. If a creature is
unwilling to have its damage type changed, it must
ARTISTIC MAGIC succeed on an Intelligence saving throw equal to your
Starting at 3rd level, sealers of this order value vibrancy spell save DC, or have the damage type of that attack
and color. The fundamental magic they specialize in changed as described above.
revolves around weaponizing color, and bringing
paintings of creatures to life.
Once you gain access to one of these spells, you MASTERPIECE
always have it prepared, and it doesn't count against the Starting at 10th level, the creatures you paint into
number of spells you can prepare each day. If you gain existence are bolstered by your incredible artistic talent.
access to a spell that doesn't appear on the sealer spell If a spell you cast that summons a creature
list, the spell is nonetheless a sealer spell for you. requires concentration, you automatically succeed on any
saving throws to maintain concentration of that spell.
Extended Spell List
Sealer Level Spells
ARTISTIC AEGIS
Starting at 14th level, using the colorful magic infused
Color Spray, Find Familiar into your seals you can grant elementally attuned
3rd protection to all allies inside the seal.
Chaos Beam SFS, Summon Beast TCE*
When you first create the seal, and again at the
5th Elemental Weapon, Summon Fey TCE* start of all your subsequent turns, pick a damage type.
This damage type can be anything other than
7th Summon Aberration TCE*,
bludgeoning, piercing, or slashing.
Summon Elemental TCE*
All creatures you deem friendly inside your seal
9th Summon Celestial TCE*, gain resistance to that damage type as long as they
Summon Draconic Spirit FTD* remain inside.
When you do so choose any simple melee or martial
ORDER OF ORIGAMI melee weapon to use as an archetype, it then gains the
Your skill with scrolls refuses to be contained to merely properties associated with that weapon, however it only
two dimensions. The Order of Origami pass down special weighs as much as the scroll used to make it.
techniques for folding spell scrolls into elegant weapons. This is a special weapon that only you are
proficient with, and you are able to use your Intelligence
Order of Origami Features modifier for attack and damage rolls made with this
weapon. Additionally, depending on the level of the spell
Level Feature
contained on the scroll that was used to make it, this
3rd Origami Magic, Fold, Origami Arsenal weapon gains a bonus to its attack and damage rolls.
If made with a 1st level scroll or higher the bonus
6th One with the Page is +1, +2 if the scroll is 3rd level or higher, and +3 if the
10th Deep Cuts scroll is 6th level or higher.
You are able to use these weapons as a scroll if you
14th Scroll Bastion choose, or unfold them as an action while touching them.

ORIGAMI MAGIC ONE WITH THE PAGE


Starting at 6th level, you have learnt to fully utilize the
Starting at 3rd level, members of the Order of Origami
light weight of your weapons, letting the magic infused
weave the beautiful calligraphy of their scrolls into
within your seals help guide your strikes.
powerful origami weapons. Their fundamental magic
While you are within one of your seals, you can
embodies the lightness of the paper they wield.
attack twice, instead of once, whenever you take the
Once you gain access to one of these spells, you
attack action. Moreover, you can cast one of you cantrips
always have it prepared, and it doesn't count against the
in place of those one of those attacks.
number of spells you can prepare each day. If you gain
Additionally, when you start your turn inside your
access to a spell that doesn't appear on the sealer spell
seal, you can gain a number of temporary hit points equal
list, the spell is nonetheless a sealer spell for you.
to your full Intelligence modifier.
Extended Spell List
DEEP CUTS
Sealer Level Spells Starting at 10th level, having developed a deeper
Compelled Duel, Zephyr Strike XGE understanding of how the magic of your scrolls affects
3rd your origami, you can now draw upon that magic to
Cloud of Daggers, Warding Wind XGE embolden your strikes.
5th Slipstream SFS, Wind Wall Your origami weapons now deal an additional 1d6
force damage. If the spell on the scroll used to make the
7th Freedom of Movement, Warp Blade SFS weapon has a damage type associated with it, you can
9th Mislead, Steel Wind Strike XGE instead choose to use that damage type instead of force.

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

ORIGAMI ARSENAL Enchantment, Evocation +3 bonus to Wisdom, and


Charisma saving throws.
Starting at 3rd level, having worked with spell scrolls for
so long, you have developed a special technique to safely Conjuration, Divination +3 bonus to Dexterity, and
fold them into a variety of shapes and reinforce them Intelligence saving throws.
with magic to create powerful mimicries of weapons.
Transmutation, +3 bonus to Strength, and
As an action you can take a spell scroll or
parchment and magically fold it into an origami weapon. Necromancy Constitution saving throws.
modifier. Retrieving an item from the bag requires an
ORDER OF MESSENGERS bonus action, as you reach into the satchel and think of a
Often referred to as magical mailmen, members of the type of the item you want. That item then appears in your
Order of Messengers are delivery experts. They will stop hand.
at nothing to make sure their packages arrive on time.
SPECIAL DELIVERY
Order of Messengers Features On your turn, when you use your bonus action to scribe a
sigil, you can instead choose to teleport an item in the
Level Feature Delivery Satchel to creatures within 300 feet of you that
3rd Messenger Magic, Delivery Satchel you can see. Teleporting one item counts as scribing one
sigil for the purposes of the amount of sigils you can
6th Express Shipment scribe per turn.
10th Portable Post Office When sent, the creature first sees an illusory
projection of the item, and must choose to accept it, no
14th Priority Package action required. If they accept, the item then appears in
their hand or within 5 feet of them, their choice.

MESSENGER MAGIC RETURN TO SENDER


Starting at 3rd level, sealers of this order rely on getting If a creature who received an item via your Special
around as quickly as possible. Teleportation is the key to Delivery feature is unsatisfied with it, it can use either its
success, letting them make deliveries in a timely manner. bonus action or reaction to return it to your Delivery
Once you gain access to one of these spells, you Satchel. As long as it has been 7 days or less, the item is
always have it prepared, and it doesn't count against the successfully return to the Satchel if there is room for it.
number of spells you can prepare each day. If you gain The item returns with an illusory tag of the name of the
access to a spell that doesn't appear on the sealer spell creature who returned it, you can dispel this tag at will.
list, the spell is nonetheless a sealer spell for you.

Extended Spell List EXPRESS SHIPMENT


Starting at 6th level, as an action you can teleport a
Sealer Level Spells creature within one of your seals to another unoccupied
space with any of your seals. This must be onto a solid
Identify, Silent Image
3rd surface. If the creature is unwilling it must succeed on a
Arcane Lock, Misty Step Charisma saving throw equal to your spell save DC, or be
teleported as described above.
5th Sending, Tongues
7th Dimension Door, Warp Blade SFS PORTABLE POST OFFICE
9th Far Step, Teleportation Circle Starting at 10th level, the delivery satchel can now act as
an entrance to a new extradimensional space. This area
allows for creatures to safely stay inside. A creature can
D ELIVERY ATCHELS use its action to touch the bag and enter, or use an action
while inside to leave the bag, appearing within 5 feet of it.
Starting at 3rd level, Sealers of this order are well versed
A supply of fresh air is provided for the creatures within
in delivering special packages and important documents.
the bag, and this area is clean, fresh, and warm. The
In order to keep these items safe while delivering and
inside of this space can have any arrangement of floors,
provide them added utility, Messengers have designed a
walls, and doors that you wish. However, it must fit
special extradimensional satchel.
within a 30 foot cube, and cannot be removed from this
You are able to create this magical Delivery
space. You can change this arrangement once per 7 days
Satchel by perform a special 10 minute ritual. Choose a
after you finish a long rest.
close-able container that can fit withing a 5 foot cube,
such as a chest, backpack, pouch, sack, or similar to
perform this ritual on. The object is then turned into PRIORITY ACKAGE P
your Delivery Satchel. You can only maintain one Starting at 14th level, when you use your Express
Delivery Satchel at a time, if you create another, the old Shipment feature to teleport a creature, you can choose
item loses its magic. to cause their body to become blurred until the start of
This Satchel is an extradimensional space with an your next turn.
interior considerably larger than its outside dimensions. While a creature's body blurred in this way it
The bag can hold up to a number of pounds equal to 300 appears to be shifting and wavering to all who can see
times your Intelligence modifier, and can't exceed a them. While blurred, all creatures have disadvantage on
volume of in cubic feet equal to 30 times your Intelligence attack rolls made against the blurred creature.
ORDER OF ESPIONAGE SHADOW MARK
Starting at 6th level, thanks to the invisible ink that flows
Members of the Order of Espionage value one thing above
all else, information. Even if what they seek is hidden through your sigils, you have developed a technique to
behind castle walls, no amount of guards, or traps will utilize it to bolster your allies with illusory magic.
stop them from attaining vasts amounts of knowledge. As an action, you target one creature you can see
Specializing in deception, stealth, and especially invisibly within one of your seals. That creature, along with
magic, if you need get any texts or documents, these are anything it is wearing or carrying while it remains on
the Sealers for you. Just don't ask them how they got their person, becomes invisible until the start of your next
their hands on it. turn. This invisibility ends early if that creature attacks or
casts a spell.
Order of Espionage Features
Level Feature EYES OF UNRAVELLING
Starting at 10th level, having honed your magical
3rd Espionage Magic, Trickery, Invisible Ink investigative techniques, your eyes may now bear witness
6th Shadow Mark to the Weave. This grants you a greater insight into the
magic that surrounds you.
10th Eyes of Unravelling You are always under the effects of the Detect
14th Concealing Shroud Magic spell. Additionally, when you see a creature casting
a spell or using a spell-like effect that is targeting either
you or an ally, you can use your reaction to warn them,
ESPIONAGE MAGIC and grant the target advantage on the saving throw
against the spell or spell-like effect.
Starting at 3rd level, sealers of this order focus heavily on
trickery and deception. So it makes perfect sense that
they would focus their fundamental magic on CONCEALING SHROUD
concealment and illusion. Starting at 14th level, mastering the powers of your
Once you gain access to one of these spells, you invisible ink, you can now infuse it into multiple
always have it prepared, and it doesn't count against the creatures or greatly bolster a single one.
number of spells you can prepare each day. If you gain When you use your action as described in your
access to a spell that doesn't appear on the sealer spell Shadow Mark feature choose one of the following effects
list, the spell is nonetheless a sealer spell for you. to occur.
Extended Spell List • The single creature you turn invisible no longer
drops invisibility early if they attack or cast a
Sealer Level Spells spell.
Comprehend Languages, Illusory Script • You can target a number of creatures inside your
3rd SFS
seal equal to your proficiency bonus to turn
Invisibility, Transcribe invisible as described in your Shadow Mark
5th Clairvoyance, Selective Secret Scribe SFS feature.
7th Arcane Eye, Greater Invisibility
9th Mislead, Scrying

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.

MAGICAL MAPPING WANDERLUST


Starting at 3rd level, you have developed a special Starting at 6th level, your love of travel and exploration
magical technique for gathering geographical bleeds over into the magic that flows though your seals.
information. This information is stored within your very When creatures you deem friendly move through
being, letting you become a walking knowledge base of all spaces within your seal, each 2 feet they move only costs
the locations you have travelled in your lifetime. them 1 foot of moment.
MASTERFUL OBSERVER INKWELL STATBLOCK
Starting at 10th level, having used your magical mapping
techniques for this long, you are now able to tap into it to The following stat block represents the Inkwell
get a far greater understanding of your surroundings. Companion of the Living Ink sealing instrument (page 10).
This grants you a blindsight out to a range of 30
feet, and you are able to see creatures on both your
Overland, and Dungeoneer's maps within 30 feet of you. Inkwell Companion
More over, when you cast a spell that requires Small Ooze
sight of a target or location, you can choose to target
what you can see on your map, as long as it is still within Armor Class 10 + PB
range compared to your location. You are unable to do so Hit Points 5 + three times your Sealer level (the
if the spell has you launch a projectile (such as the companion has a number of Hit Dice [d6s] equal to your
cantrip Ink Blot, or the 3rd level spell Foam Jet). Sealer level)
Speed 30 ft., climb 30 ft.
THROUGH THE BRUSH STR DEX CON INT WIS CHR
Starting at 14th level, your many travels across vast 8 (-1) 14 (+2) 15 (+2) 6 (-2) 10 (+0) 8 (-1)
landscapes has helped forge a bond between you and the
forces of nature. Damage Resistances acid, bludgeoning, piercing, slashing
While your seals are active, the ground within the Damage Immunities poison
area gives life to a vast amount of magical plants. This Condition Immunities blinded, deafened, poisoned, prone
area is considered difficult terrain for all creatures you Senses darkvision 60 ft.,
deem hostile. Languages Understands the languages of its creator but
The plants can also reach up to the maximum can't speak them
height you defined when making the seal. If a hostile Proficiency Bonus (PB) equals your bonus
flying creature starts its turn within the seal's area or
move into it for the first time on its turn, it must succeed Amorphous – The companion can move through a space
on a Strength saving throw equal to your spell save DC. as narrow as 1 inch without squeezing.
On a failure, it is pulled up to 30 feet towards the ground,
and can only use its flying speed to stay aloft if it is still Actions (requires your bonus action)
airborne until the start of its next turn.
Scribe Sigil. The companion scribes a sigil in a space
it can see within 5 feet. If it takes this action, it can
scribe a second and third sigil on the same turn, this
Designer's Note: Magical Mapping
Magical Mapping is quite the extensive feature, so lets break it down. increase to a fourth sigil at 5th level.

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

True Strike Augury Diminish Fate SFS Object Bond SFS


Ventriloquism SFS Beast Sense Dispel Magic Otiluke's Resilient Sphere
Blindness / Deafness Erupting Earth XGE Phantasmal Killer
Blur Fear Polymorph
1st Level Project Memories SFS
Cloud of Daggers Feign Death
Absorb Elements XGE Rokett's Earthen Bunker SFS
Continual Flame Fly
Alarm Stone Shape
Darkness Foam Jet SFS
Catapult XGE Summon Aberration TCE*
Darkvision Glyph of Warding
Ceremony XGE Summon Construct TCE
Detect Thoughts Haste
Chromatic Orb Summon Elemental TCE*
Earthbind XGE Hypnotic Pattern
Colorize SFS Vitriolic Sphere
Earthen Pillar SFS Intellect Fortress TCE
Color Spray Warp Blade SFS
Enhance Ability Leomund's Tiny Hut
Comprehend Languages Watery Sphere XGE
Enlarge / Reduce Magic Circle
Create or Destroy Water
Expansive Container SFS Major Image
Cure Wounds
Detect Magic Fate Ward SFS Meld into Stone 5th Level
Find Traps Nondetection Animate Objects
Detect Poison and Disease
Gentle Repose Phantom Steed Awaken
Disguise Self
Gust of Wind Protection from Energy Cloud Kill
Earth Tremor XGE
Healing Spirit XGE Revivify Commune
Faerie Fire
Hold Person Selective Secret Scribe SFS Commune with Nature
False Life
Invisibility Sending Contact Other Plane
Feather Fall
Knock Slipstream SFS Control Winds XGE
Find Familiar
Lesser Restoration Slow Creation
Fog Cloud
Speak with Dead
Dream 7th Level
Enervation XGE Draconic Transformation TCE
Far Step XGE Dream of the Blue Veil TCE
Geas Etherealness
Greater Restoration Firecrackers SFS
Hold Monster Force Cage
Ice Shower SFS Glacial Shackles SFS
Legend Lore Mirage Arcane
Maelstrom XGE Mordenkainen's Magnificent Mansion
Mass Cure Wounds Plane Shift
Mislead Prismatic Spray
Modify Memory Project Image
Passwall Reality Fold SFS XGE – Xanathar's Guide to Everything
Planar Binding Regenerate TCE – Tasha's Cauldron of Everything
Raise Dead Resurrection FTD – Fizban's Treasury of Dragons
Rary's Telepathic Bond Reverse Gravity SFS – Soul Forged Spellbook (A collection of my own spells,
Scrying Symbol available for free, here.)
Seeming Teleport
Skill Empowerment XGE Whirlwind * - these spells also appear in the Appendix of this document.
Summon Celestial TCE* Spells in “Bold” are signature spells designed specifically for this
class, still found in the Soul Forged Spellbook.
Summon Draconic Spirit TCE* 8th Level
Synaptic Static XGE Abi-Dalzim's Horrid Wilting XGE

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

TIPS & F.A.Q


HOW DO I BEST UTILIZE SEALS & SEALING?
Setting up seals ahead of time, is a great way to utilize this technique. Doing so lets you set up traps, and create an
arena perfect for your allies to succeed in.
Of course, seals can be used in combat as well. While casting spells and cantrips with your action, make sure you are
always running around scribing sigils to build your seal.
Alternatively, you can focus entirely on sealing. When doing so make sure you take full advantage of the fact that
scribing sigils only takes your bonus action. Use your action to either take the dash action to cover more ground, or
the disengage action to weave between enemies when setting up your seal.

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.

SEALING INSTRUMENTS? SIGNATURE ORDER? WAIT, WHAT IS YOUR SUB-CLASS EXACTLY?


Both. Yes, this class has you pick from not one, but two distinct sub-class options as you progress through the levels.
Your sealing instrument lets you specialize your general play-style, while the more traditional subclass, your
signature order, expands upon your magic, and improves your sealing abilities.

WHAT IS A SEALER'S ROLE IN A PARTY?


Sealers are the ultimate support and utility class. In combat a Sealer's job is buff allies, debuff enemies, and of course
create seals. Using their speed, they run around the battlefield zoning off areas, either to the advantage of your allies,
or to the detriment of your enemies.

WHAT ARE SOME OF YOUR INSPIRATIONS FOR THIS CLASS?


There actually isn't any “solid” inspiration for this class. It all started using the vague trope of a character with a giant
paint brush. From there the natural progression of using paint to draw seals began, and eventually got me thinking,
“why only paint brushes?”. That turned into the Sealing Instrument System. The whole development was full of idea
expansions similar to that.

V 1.0.0
CONSIDER SUPPORTING ME BY CHECKING OUT
MY OTHER DM'S GUILD TITLES.
CLICK THE IMAGE BELOW TO TAKE A LOOK.
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 a fey spirit. It manifests in an unoccupied


space that you can see within range. This corporeal form
uses the Fey Spirit stat block. When you cast the spell,
choose a mood: Fuming, Mirthful, or Tricksy. The
creature resembles a fey creature of your choice marked
by the chosen mood, which determines one of the traits
in its stat block. The creature disappears when it drops to
0 hit points or when the spell ends.
SUMMON ELEMENTAL SUMMON DRACONIC SPIRIT
4th level Conjuration 5th level Conjuration

Casting Time: 1 action Casting Time: 1 action


Range: 90 feet Range: 90 feet
Component: V, S, M (air, a pebble, ash, and water inside a Component: V, S, M (an object with the image of a
gold-inlaid vial worth at least 400 gp) dragon engraved on it, worth at least 500 gp)
Duration: Concentration, up to 1 hour 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

Casting Time: 1 action


Range: 90 feet
Component: V, S, M (a golden reliquary worth at least
500 gp)
Duration: Concentration, up to 1 hour

You call forth a celestial spirit. It manifests in an angelic


form in an unoccupied space that you can see within
range. This corporeal form uses the Celestial Spirit stat
block. When you cast the spell, choose Avenger or
Defender. Your choice determines the creature's attack in
its stat block. The creature disappears when it drops to 0
hit points or when the spell ends.
The creature is an ally to you and your
companions. In combat, the creature shares your
initiative count, but it takes its turn immediately after
yours. It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action
and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell


slot of 6th level or higher, use the higher level wherever
the spell's level appears in the stat block.
Available for: Cleric, Paladin, Sealer
MONSTERS
The following are the corresponding statblocks for the
summoning spells that appear in this section.

Bestial Spirit Fey Spirit


Small Beast Small Fey
Armor Class 11 + the level of the spell (natural armor) Armor Class 12 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + Hit Points 30 + 10 for each spell level above 3rd
5 for each spell level above 2nd Speed 40 ft.
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only),
swim 30 ft. (water only) STR DEX CON INT WIS CHR
13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3)
STR DEX CON INT WIS CHR
18 (+4) 11 (+0) 16 (+3) 4 (-3) 14 (+2) 5 (-3) Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 12 Languages Sylvan, understands the languages you speak
Languages understands the languages you speak

Flyby (Air only) – The beast doesn't provoke Actions


opportunity attacks when it flies out of an enemy's
Multiattack. The fey makes a number of attacks
reach.
equal to half this spell's level (rounded down).
Pack Tactics (Land and Water only) – The beast has
advantage on an attack roll against a creature if at least Shortsword. Melee Weapon Attack: your spell attack
one of the beast's allies is within 5 feet of the creature modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the
and the ally isn't incapacitated. spell's level piercing damage + 1d6 force damage.
Actions Bonus Actions
Multiattack. The beast makes a number of attacks Fey Step. The fey magically teleports up to 30 feet
equal to half this spell's level (rounded down). to an unoccupied space it can see. Then one of the
following effects occurs, based on the fey's chosen
Maul. Melee Weapon Attack: your spell attack
mood:
modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4
+ the spell's level piercing damage. Fuming. The fey has advantage on the next attack
roll it makes before the end of this turn.
Mirthful. The fey can force one creature it can see
within 10 feet of it to make a Wisdom saving throw
against your spell save DC. Unless the save
succeeds, the target is charmed by you and the fey
for 1 minute or until the target takes any damage.
Tricksy. The fey can fill a 5 foot cube within 5 feet
of it with magical darkness, which lasts until the
end of its next turn.
Aberrant Spirit Elemental Spirit
Medium Aberration Medium Elemental
Armor Class 11 + the level of the spell (natural armor) Armor Class 11 + the level of the spell (natural armor)
Hit Points 40 + 10 for each spell level above 4th Hit Points 50 + 10 for each spell level above 4th
Speed 30 ft., fly 60 ft. (beholderkin only; hover) Speed 40 ft., burrow 40 ft. (earth only), fly 40 ft. (air
only; hover), swim 40 ft. (water only)
STR DEX CON INT WIS CHR
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+)) 6 (-2) STR DEX CON INT WIS CHR
18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)
Damage Immunities psychic
Senses darkvision 60 ft., passive Perception 12 Damage Resistances lightning and thunder (air only);
Languages Deep Speech, understands the languages you piercing and slashing (earth only); acid (water only)
speak Damage Immunities poison; fire (fire only)
Senses darkvision 60 ft., passive Perception 12
Regeneration (Slaad only) – The aberration regains 5 hit Languages Primordial, understands the languages you
points at the start of its turn if it has at least 1 hit speak
point.
Whispering Aura (Star Spawn only) – At the start of Amorphous Form (Air, Fire, and Water only) – The
each of the aberration's turn, each creature within 5 feet elemental can move through a space as narrow as 1 inch
of the aberration must succeed on a Wisdom saving wide without squeezing.
throw against your spell save DC or take 2d6 psychic Actions
damage, provided that the aberration isn't incapacitated.
Actions Multiattack. The elemental makes a number of
attacks equal to half this spell's level (rounded
Multiattack. The aberration makes a number of down).
attacks equal to half this spell's level (rounded Slam. Melee Weapon Attack: your spell attack
down). modifier to hit, reach 5 ft., one target. Hit: 1d10 +
Eye Ray (Beholderkin Only). Ranged Spell Attack: 4 + the spell's level bludgeoning damage (Air,
your spell attack modifier to hit, reach 150 ft., one Earth, and Water only) or fire damage (Fire only)
target. Hit: 1d8 + 3 + the spell's level psychic
damage.
Claws (Slaad Only). Melee Weapon Attack: your
spell attack modifier to hit, reach 5 ft., one target.
Hit: 1d10 + 3 + the spell's level slashing damage. If
the target is a creature, it can't regain hit points
until the start of the aberration's next turn.
Psychic Slam. Melee Weapon Attack: your spell
attack modifier to hit, reach 5 ft., one target. Hit:
1d8 + 3 + the spell's level psychic damage.
Celestial Spirit Draconic Spirit
Large Celestial Large Dragon
Armor Class 11 + the level of the spell (natural armor) Armor Class 14 + the level of the spell (natural armor)
+ 2 (Defender only) Hit Points 50 + 10 for each spell level above 5th (the
Hit Points 40 + 10 for each spell level above 5th dragon has a number of Hit Dice (d10s) equal to the
Speed 30 ft., fly 40 ft. level of the spell)
Speed 30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHR
16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3) STR DEX CON INT WIS CHR
19 (+4) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 14 (+2)
Damage Resistances radiant
Condition Immunities charmed, frightened Damage Resistances acid, cold, fire, lightning, and poison
Senses darkvision 60 ft., passive Perception 12 (Chromatic and Metallic only); force, necrotic, psychic,
Languages Celestial, understands the languages you radiant, and thunder (Gem only)
speak Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Actions Languages Draconic, understands the languages you
speak
Multiattack. The celestial makes a number of
attacks equal to half this spell's level (rounded Shared Resistance – When you summon the dragon,
down). choose one of its damage resistances. You have resistance
to the chosen damage type until the spell ends.
Radiant Bow (Avenger only). Ranged Weapon
Attack: your spell attack modifier to hit, reach Actions
150/600 ft., one target. Hit: 2d6 + 2 + the spell's Multiattack. The dragon makes a number of
level radiant damage. attacks equal to half this spell's level (rounded
Radiant Mace. Melee Weapon Attack: your spell down).
attack modifier to hit, reach 5 ft., one target. Hit: Rend. Melee Weapon Attack: your spell attack
1d10 + 3 + the spell's level radiant damage, and the modifier to hit, reach 10 ft., one target. Hit: 1d6 +
celestial can choose itself or another creature it can 4 + the spell's level piercing damage.
see within 10 feet of the target. The chosen
creature gains 1d10 temporary hit points. Breath Weapon. The dragon exhales destructive
energy in a 30 foot cone. Each creature in that area
Healing Touch (1/Day). The celestial touches must make a Dexterity saving throw against your
another creature. The target magically regains hit spell save DC. A creature takes 2d6 damage of a
points equal to 2d8 + the spell's level. type this dragon has resistance to (your choice) on a
failed save, or half as much damage on a successful
one.

You might also like