Below are just a few of the options available for sigils. Many of these were taken from the RAW magic items. If a character wants to make a sigil to do a specific thing, a new sigil can be made! | **Sigil** | **Rarity** | **Cost** | **Requirement** | **Attunement** | **Standard** | **Effect** | | ------------------------- | ---------- | -------- | ---------------------- | -------------- | ------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Sigil of the Brawler | | | | | | Increase AC by +1 while you do not have a weapon equiped. | | Sigil of the Cavalier | | | | | | Increase AC by +1 while mounted. | | Sigil of the Daredevil | | | | | | Reduce falling dmg taken by half. | | Sigil of the Archer | | | Archery Fighting Style | | | +1 AC against attacks from farther than 100ft away. | | Sigil of Fire | | | | | | Expend 1 charge to deal 1d6 fire dmg when hit. | | Sigil of the Pack | | | | | | Reduce all dmg you take by 1 for each ally adjacent to you. | | Sigil of Strength | | | | | | +1 STR | | Sigil of Dexterity | | | | | | +1 DEX | | Sigil of Constitution | | | | | | +1 CON | | Sigil of Intelligence | | | | | | +1 INT | | Sigil of Wisdom | | | | | | +1 WIS | | Sigil of Charisma | | | | | | +1 CHA | | Sigil of the Reaper | | | | | | Gain 1 HP whenever a creature of CR 1 or higher dies within 10ft of you. | | Sigil of the Scrapper | | | | | | +1 AC while grappling/being grappled. | | Sigil of the Spellbreaker | | | | | | +1 AC against spells. | | Sigil of the Eagle | | | | | | you can see details up to 1 mile as if they were 100ft away. | | Sigil of the Beastmaster | | | | | | Whenever your familiar or pet takes dmg, you can choose to redirect that damage to yourself instead. | | Sigil of the Bull | | | | | | If you move at least 15ft during your turn, you have advantage on Strength checks and saving throws. | | Sigil of the Guardian | | | | | | As a reaction, when a creature within 5ft of you takes dmg, you can choose to reduce the dmg by half. You take the other half of the damage. Damage taken in this way cannot be reduced by any means. | | Sigil of Rage | | | Barbarian | | | Decrease dmg you take by 1 while raging. | | Sigil of Antitoxin | | | | | | As a reaction, end the poisoned condition on you. 1/day. | | Sigil of the Berserker | | | Fighter | | | Damage you take is reduced by 1 for each attack you hit with on your turn. Fighter only. | | Sigil of Inspiration | | | Bard | | | Whenever you expend a Bardic Inspiration die, your AC increases by +1 until the beginning of your next turn. | | Sigil of the Retribution | | | Paladin | | | Whenever a creature strikes you with advantage, that creature takes 3 radiant damage. Paladin Only. | | Sigil of the Shifter | | | Druid | | | The first time excess damage would carry over from your Wild Shape form to your own hp, the excess damage is negated. This feature recharges after a long rest. Druid Only | | Sigil of Surging | | | Monk | | | Whenever you strike a creature with your flurry of blows, your AC increases by +1 against attacks from that creature until the beginning of your next turn. Monk Only | | Sigil of the Thief | | | Rogue | | | Increase AC by +2 until the end of your next turn if you use your action to to make a Dexterity (Sleight of Hand) check or use your Thieves' Tools. Rogue Only | | Sigil of the Ranger | | | Ranger | | | Reduce dmg from your favored enemy by 1. Ranger Only | | Sigil of the Herald | | | | | | Increase the range of your bardic inspiration by 15ft. Increase the range of spells with a verbal component by 5ft. Does not work if the spell has a range out touch/5ft. | | Sigil of the Faithful | | | Cleric | | | Whenever you are the target of a spell that restores health, you regain 1 additional hitpoint for each level of the spell. Cleric Only | | Sigil of Channeling | | | Sorcerer | | | Whenever you expend Sorcery Points, damage you take is reduced by the number spent until the beginning of your next turn. Sorcerer only. | | Sigil of the Unknown | | | Warlock | | | You gain a damage reduction equal to your number of unused Warlock spell slots. Warlock Only. | | Sigil of the Mage | | | Wizard | | | After you cast a spell, the next time you take damage, that damage is reduced by half of the spell's level (rounded down). Wizard only. | | Sigil of Health | | | | x | x | Your Constitution score is 19 while wearing this. It has no effect on you if your Constitution is already 19 or higher. | | Sigil of Invulnerability | Legendary | | | x | x | You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn | | Sigil of Resistance | Rare | | | x | x | You have resistance to one type of damage while you wear this armor. The damage type is determined upon creation. | | Sigil of Arrow-Catching | Rare | | Shield Only | x | x | You gain a +2 bonus to AC against ranged attacks. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. | | Sigil of the Demon | Very Rare | | | x | x | While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by the Remove Curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. | | Sigil of the Dwarf | Rare | | | | x | if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. | | Sigil of Glamour | Uncommon | | Light Armor | | x | You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. | | Sigil of Etherealness | Legendary | | | x | x | While you’re wearing this armor, you can speak its command word as an action to gain the effect of the Etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn. | | Sigil of Spellguard | Very Rare | | Shield Only | x | x | While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. | | Sigil of Agility | | | | x | | You have a +1 bonus to Dexterity saving throws. | | Sigil of the Astute | | | | x | | You have a +1 bonus to Intelligence saving throws. |