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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9540316" data-attributes="member: 710"><p><strong>Warlock Seals</strong></p><p>As Warlock, your pact grants you magical powers you can apply to yourself or others to aid or protect them. Applying a seal requires a standard action. You can only have X seals active at a time. Many seals can be expended to gain a greater effect, some might even require doing so.</p><p></p><p><strong><em>Signs</em></strong></p><p>Signs are seals that aid you or your allies in their efforts.</p><p></p><p><em>Sign of [Ability]</em></p><p>This is a collection of sign, one for each ability score.. When the target makes an ability check, save or roll based on that ability, and its d20 roll is below your Warlock level, it can end the sigil to re-roll the check and take the better result.</p><p></p><p><em>Sign of Healing</em></p><p>While the target has this sign, when it receives healing (including during a short rest), it may add your proficiency bonus to the hit points restored. A character can expend this sign once to regain hit dice equal to half your Warlock level, but it cannot benefit from the sigil again until it took a long rest.</p><p></p><p><em>Sign of Might</em></p><p>When the target hits with an attack, it can expend the sigil to inflict 2d6 extra damage.</p><p></p><p><em>Sign of Spells</em></p><p>When the target casts a spell, it can expend the seal to force one enemy to re-roll its saving throw. The target can benefit from this ability only once, and must take a short rest to benefit from it again. </p><p></p><p><strong>Symbols</strong></p><p>Symbols grant you, or their target, new abilities.</p><p></p><p><em>Symbol of Dread</em></p><p>You can use this symbol to inspire fear in others. You are proficient with Intimidate while the symbol is active, if you are already proficient, you gain expertise in Intimidate. </p><p>Starting at Level 5, you can expend the siginal to cast the Fear spell. You can use this ability only once, and recover it after a long rest.</p><p></p><p><em>Symbol of Flames</em></p><p>The target of the symbol can use a bonus action to ignite inflammable materials in a 5 ft square within 30ft.</p><p>It can also use this to ignite a melee weapon or ammunition as part of an attack, causing the attack to deal fire damage instead of its usual weapon damage.</p><p><em></em></p><p><em>Symbol of Frost</em></p><p>The target of the symbol can use a bonus action to reduce the temperature on a 5 ft square within 30 ft. Water and similar liquids surfaces freeze almost instantly (if deeper water, allow creatures inside a dexterity save to escape), and you may treat the terrain as difficult. The target cannot freeze more than 2 squares per Warlock level, and the effect lasts not longer than a few minutes.</p><p></p><p><strong><em>Sigils</em></strong></p><p>Sigils protect their target from harm, or punish those that would harm them.</p><p><em>Sigil of Thorns</em></p><p>While affected by this sigil, when the target takes damage from an adjacent enemy, that enemy takes piercing damage equal to your proficiency bonus. The target can expend the sigil to inflict 2d6+Cha piercing damage to all enemies adjacent to it (Dexterity check for half damage.)</p><p></p><p><em>Sigil of Fire</em></p><p>While affected by this sigil, the target is either resistant to fire or cold (your choice). When attacked, the wearer can expend the sigil as reaction to inflict 2d6+your Cha fire damage to the attacker (Dexterity save for half damage.) If it fails the save, it takes also fire damage equal to your proficiency bonus at the start of its turn until it succeeds a Dexterity check. (Or however ongoing damage works in 5E)</p><p></p><p><em>Sigil of Frost</em></p><p>While affected by this sigil, the target is either resistant to fire or cold (your choice). When attacked, the wearer can expend the sigil as reaction to inflict 2d6+your Cha cold damage the attacker. If it fails the save, its speed is reduced by 10 ft. It can make a Constitution save against this effect at the end of each of your turns.</p><p></p><p><em>Sigil of Health</em></p><p>While affected by this sigil, the target is resistant to poison damage. Starting at warlock Level 9, it also gains resistance to necrotic damage. Medicine checks on the target have advantage.</p><p>When making a saving throw against a disease or poison, the target can expend the sigil as free action to gain advantage on the roll.</p><p></p><p></p><p>Probably needs some work regarding how often certain abilities can be expended per day/rest cycle, and exact values.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9540316, member: 710"] [B]Warlock Seals[/B] As Warlock, your pact grants you magical powers you can apply to yourself or others to aid or protect them. Applying a seal requires a standard action. You can only have X seals active at a time. Many seals can be expended to gain a greater effect, some might even require doing so. [B][I]Signs[/I][/B] Signs are seals that aid you or your allies in their efforts. [I]Sign of [Ability][/I] This is a collection of sign, one for each ability score.. When the target makes an ability check, save or roll based on that ability, and its d20 roll is below your Warlock level, it can end the sigil to re-roll the check and take the better result. [I]Sign of Healing[/I] While the target has this sign, when it receives healing (including during a short rest), it may add your proficiency bonus to the hit points restored. A character can expend this sign once to regain hit dice equal to half your Warlock level, but it cannot benefit from the sigil again until it took a long rest. [I]Sign of Might[/I] When the target hits with an attack, it can expend the sigil to inflict 2d6 extra damage. [I]Sign of Spells[/I] When the target casts a spell, it can expend the seal to force one enemy to re-roll its saving throw. The target can benefit from this ability only once, and must take a short rest to benefit from it again. [B]Symbols[/B] Symbols grant you, or their target, new abilities. [I]Symbol of Dread[/I] You can use this symbol to inspire fear in others. You are proficient with Intimidate while the symbol is active, if you are already proficient, you gain expertise in Intimidate. Starting at Level 5, you can expend the siginal to cast the Fear spell. You can use this ability only once, and recover it after a long rest. [I]Symbol of Flames[/I] The target of the symbol can use a bonus action to ignite inflammable materials in a 5 ft square within 30ft. It can also use this to ignite a melee weapon or ammunition as part of an attack, causing the attack to deal fire damage instead of its usual weapon damage. [I] Symbol of Frost[/I] The target of the symbol can use a bonus action to reduce the temperature on a 5 ft square within 30 ft. Water and similar liquids surfaces freeze almost instantly (if deeper water, allow creatures inside a dexterity save to escape), and you may treat the terrain as difficult. The target cannot freeze more than 2 squares per Warlock level, and the effect lasts not longer than a few minutes. [B][I]Sigils[/I][/B] Sigils protect their target from harm, or punish those that would harm them. [I]Sigil of Thorns[/I] While affected by this sigil, when the target takes damage from an adjacent enemy, that enemy takes piercing damage equal to your proficiency bonus. The target can expend the sigil to inflict 2d6+Cha piercing damage to all enemies adjacent to it (Dexterity check for half damage.) [I]Sigil of Fire[/I] While affected by this sigil, the target is either resistant to fire or cold (your choice). When attacked, the wearer can expend the sigil as reaction to inflict 2d6+your Cha fire damage to the attacker (Dexterity save for half damage.) If it fails the save, it takes also fire damage equal to your proficiency bonus at the start of its turn until it succeeds a Dexterity check. (Or however ongoing damage works in 5E) [I]Sigil of Frost[/I] While affected by this sigil, the target is either resistant to fire or cold (your choice). When attacked, the wearer can expend the sigil as reaction to inflict 2d6+your Cha cold damage the attacker. If it fails the save, its speed is reduced by 10 ft. It can make a Constitution save against this effect at the end of each of your turns. [I]Sigil of Health[/I] While affected by this sigil, the target is resistant to poison damage. Starting at warlock Level 9, it also gains resistance to necrotic damage. Medicine checks on the target have advantage. When making a saving throw against a disease or poison, the target can expend the sigil as free action to gain advantage on the roll. Probably needs some work regarding how often certain abilities can be expended per day/rest cycle, and exact values. [/QUOTE]
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