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Tomes, Signs, and Sigils, V0.

W
izards, Warlocks, Sorcerers, Scholars -
numerous images are evoked within the minds
of listeners when these words are spoken. All, Using Tomes, Signs, and Sigils
however, recognize individuals associated with Without Proficiency
these words as powerful intellectuals, privy to Classes without a Spellcasting Ability can still use
the secrets of the Multiverse and thus capable Tomes, but somewhat less effectively than their
of manipulating the Multiverse to their own spellcasting counterparts. Your Spellcasting Ability
ends. As such, one of the most common images that comes to is Intelligence, and you do not gain a proficiency
mind when one says Wizard, Warlock, Sorcerer, or bonus when using Tomes, Signs, and Sigils.
Scholar is of a being seated in a candlelit library
burgeoning with tomes, a wealth of arcane secrets just
waiting to be unlocked. Acquiring a Tome
Yet, when they go on an adventure they dont bother
taking their favorite book? As the rarity of magic from world to world fluctuates, the
value of Tomes, Signs, and Sigils will fluctuate just as wildly.
Design Statement In some worlds, even the lowest of initiates may be taught
The purpose of this supplement is to reinforce the image of basic Signs for personal protection, while in others only the
spellcasters as individuals that are filled to the brim with and most advanced of Archmages will only ever lay eyes on the
intensely flexible in regards to their knowledge of magical most simple of elemental tomes. Thus, no prices are assigned
power, without skewing game balance or adding unnecessary to Tomes, Signs, and Sigils; prices are left to the DMs
bloat to a campaigns mechanics. With any luck, these rules discretion.
will be a fun and meaningful expansion to gameplay and Credits and Acknowledgements
roleplay. For players, please talk with your DM if you wish to
use these rules. Written by Spirit, AKA /u/Spirit-of-the-Maker
I cannot stress enough that communication is key; these Proofreading, Editing, and Formating Assistance by Zow,
rules may not fit certain settings and premade adventures, AKA /u/ZowJr
and being upfront with your DM about the gear in your pack Names and mechanics inspired by Intelligent Systems
is a way to ward off interplayer conflict and potentially enrich Co., CD Projekt Red S.A., and Blizzard Entertainment
the sort of interactions you have in game. Inc.
Document made with The Homebrewry.
Additional Mechanics http://homebrewery.naturalcrit.com/
Tomes, Signs, and Sigils all operate on the same set of basic Version Notes
rules. Unlike Weapons or Spells, Tomes, Signs, and Sigils fall
under the Use An Object action, much like consuming a This is the 0.1 version of the Tomes, Signs, and Sigils
potion, pulling a lever, or using a scroll. The effect is document. For the moment, it only contains details in regards
predictable and stated, and cannot be modified unless the to some Tomes - Signs and Sigils will come in later versions
Tome, Sign, or Sigil itself is tampered with. You are, in of this document, if others find value in what I have so far.
essence, taking a moment to use a piece of knowledge that These have also not been playtested as of yet, and may be in
you have acquired. Thus, abilities like Extra Attack and dire need of revision or rebalancing. This is also my first
Twinned Spell do not apply to Tomes. homebrew that will be publicly shared, so I hope that, even if
you find it amateurish and very bare-bones, it brings you
New Item Proficiency some enjoyment!
As Tomes, Signs, and Sigils are Magical in nature, all
Spellcasting Classes immediately gain Proficiency with
Tomes. These items use your Spellcasting Ability to operate,
which is:
Spell Save DC: 8 + Proficiency Modifier + Spellcasting Ability
Modifier.
Spell Attack Modifier: Proficiency Modifier + Spellcasting
Ability Modifier.

Introduction 1
Tomes Variant Tome Rules (Optional)
Tomes are magical books from which a caster can evoke an Braille:
effect to supplement their own knowledge. Not all readers can, or need to, see. For them, there are
In order to use the Tome, you must be holding it; all Tome Braille Tomes. While more difficult to manufacture and
effects require the Tome as a Material Component. All Tomes somewhat more rare, these tomes can be read simply by
weigh 5 lb. Tomes can be held in one hand, while the other is touch. If your Spellcasting Ability is 13 or Higher and the
free to hold something else, a shield or weapon, unless the Braille is of a language you are familiar with, you can choose
Tome requires a Somatic Component and the caster does not to spend 8 hours familiarizing yourself with a Braille Tome.
have the War Caster feat. You do not need to see while doing this. This turns the Verbal
components of the tome into Somatic components.
Elemental Tomes Memorization:
Elemental Tomes are Tomes that focus around evoking or After a long period of use or study, you have grown
manipulating the world around them. These tomes focus accustomed to invoking the power of a specific tome and can
explicitly around dealing damage to targets in the form of recite it be heart. You may choose to spend 4 hours a day over
acid, cold (frost), fire, lightning, poison, thunder, magical the course of two weeks to memorize the entirety of the tome.
bludgeoning (earth), or magical slashing damage (wind). As Once a tome is memorized, the Material component of this
Elemental Tomes are rather basic, you may attack with them spell is replaced by Somatic components. You may only have
a number of times equal to your Spellcasting Modifier/2 one tome memorized like this at a time.
(Rounded Down; Minimum 1). Fire shall be used in addition Alternatively, you may find that, after repeated heavy use in
to X as an example. combat, you may find that you have permanently memorized
the tome. You can have any number of tomes memorized in
Arcane Tomes this fashion. The DM will determine if and when you have
Like the Elemental Tome before them, Arcane Tomes are used a tome enough to memorize it.
focused around manipulating the basic energies of the world,
but do it to a significantly greater degree than the more basic
Elemental Tomes. These tomes are significantly more
specified around a single type of element. As Arcane tomes
are very advanced, you must know and be able to cast a
spell at Level 4 or Higher, and your Spellcasting Stat
must be greater than or equal to 16.
Divine Tomes
Divine Tomes are tomes that reflect and recite the will of the
Gods, often in the form of hymns or prayers. While the
explicit will of each deity varies greatly, these tomes explicitly
focus around the preservation and wellbeing of their
followers, their followers allies, and the world around them.
Malicious deities are unlikely to bestow these tomes upon
their acolytes.
Forbidden Tomes
Forbidden Tomes are exactly what they appear to be:
forbidden. The knowledge stored within their pages is often
labeled evil or heretical, and thus is far too dangerous to
know. These tomes focus on the taking or destruction of life
and its natural cycle in unnatural and gruesome manners.
Benevolent entities often frown upon the use of these tomes,
while malicious ones revel in imparting this knowledge onto
their followers in order to wreak havoc.

2
Elemental Tomes
Name Prerequisite Components Range Effect
X (Fire) --- V, M 60 A tome that unleashes a mote of elemental power, dealing 2d4 X (Fire) damage.
Make a ranged spell attack at a target within range. It has a +1 bonus to attack and
damage rolls.
ElX --- V, M 60 A tome that unleashes a burst of elemental power, dealing 4d4 X (Fire) damage.
(Elfire) Make a ranged spell attack at a target within range. It has a +1 bonus to attack and
damage rolls.
ArcX --- V, M 60 A tome that unleashes a blast of elemental power, dealing 4d6 X (Fire) damage.
(Arcfire) Make a ranged spell attack at a target within range. It has a +1 bonus to attack and
damage rolls.

Arcane Tomes
Name Components Range Effect
Pyroblast V, M 100 A massive ball of fire appears from your tome and hurls at a point within range. Each
creature in a 5 foot radius sphere of that point must make a Dexterity saving throw. On a
failed save, the creature takes 8d10 fire damage and starts on fire, taking 3d10 fire damage
at the start of their turn for the next three turns. The creature can use an action to put itself
out. On a successful save, they take half damage and are not set on fire. This tome has 3
charges, and regains 1d3 charges at Noon.
Glacial V, M Up to You shoot a lance of ice at a creature you can see within range. Make a ranged spell attack .
Lance 60 On a hit, the target takes 2d12 Piercing damage and 6d6 Cold damage. The lance leaves a
Foot trail in a line of freezing cold energy. All creatures within a 5 foot wide line, up to 60 feet
Line, long, originating from your tome and ending at the creature struck must make a
5 feet Constitution saving throw. On a failed save, the creature is stunned and takes 2d6 cold
wide damage at the beginning of each of its turns for 3 rounds. The target makes a Constitution
saving throw at the end of each of its turns. On a success, the effect ends. This tome has 3
charges, and regains 1d3 charges at Dusk.
Earthshock V, M 150 A bolt of yellow natural energy shoots from your tome, interrupting a targets connection to
other planes. Make a ranged spell attack against a target within range. On a hit, the target
takes 3d4 magical bludgeoning damage and 3d4 force damage. The creature must make a
Constitution saving throw with disadvantage. On a failed save, any concentration spells the
target cast or apply to the target are instantly ended; additionally, until the end of its next
turn, the target has disadvantage on spell attacks it makes and creatures have advantage
against saving throws it imposes. This tome has 3 charges, and regains 1d3 charges at
Dawn.
Stormblast V, M 45 For a brief moment, a storm materializes from the pages of your tome and wreaks havoc on
Foot the creatures before you. Creatures in range must make a Constitution saving throw. On a
Cone failed save, it takes 3d6 thunder damage and 4d4 lightning damage, is deafened, and has
disadvantage on anything that uses Wisdom, Charisma, or Dexterity until the start of your
next turn. On a successful save, it takes half damage, is deafened, and has disadvantage on
abilities that use Charisma. A creature made of inorganic material such as stone, crystal, or
metal has disadvantage on this saving throw. A nonmagical object that isnt being worn or
carried also takes the damage if its in the spell's area. This tome can be used once per long
rest unless it is storming, during which it can be used once per short rest.
Corrosion V, M 60 Lines of toxic acid spray from your tome, collecting around a point you specify. Choose a
creature or object you can see within range. The target must make a Constitution saving
throw. On a failed save, the target takes 7d6 Acid damage and 2d8 poison damage and is
poisoned, or takes half as much and is not poisoned on a successful one. If the target is an
object or piece of equipment, roll a 1d20 against your Spell Save DC. Magical Objects have
a +5 modifier to this save. This tome has 5 charges, and regains 1d4 + 1 charges at Noon

3
Divine Tomes
Name Prerequisite Components Range Effect
Miracle The ability to V, S, M Touch This tome contains echoes of great miracles. One willing target you touch
cast one spell regains hit points equal to your Spellcasting Modifier and is cured of any
on the Paladin diseases. Alternatively, you can cure one minor permanent disability (like
or Cleric spell Blindness) or, If you have the original, you can reattach any part of the body
lists. to a living creature. This tome has 3 charges, and regains 1 charge at Dawn.
Martyr The ability to V, M Self, This tome invokes a great sacrifice for others. For one minute, you may use a
cast at least 10 reaction to redirect damage dealt to other creatures within range to yourself.
one healing Foot The damage type for this damage is always radiant, and reduced by your
spell. Radius Spellcasting Modifier.
Divine Level 10 V, S, M Varies Within the pages of this tome is a fragment of a great entitys power,
Invocation Paladin, capable of being harnessed to affect the world around you. Choose one of
Warlock, the following effects. After this tome is used, once per day you may roll a
Wizard, or 1d4. On a 4, this tome can be used again.
Cleric

Divine Invocation Effects:


-Tears of Denial. Touch one creature. Restore both yourself and that creature to half health and remove any conditions. The
next time you or it drops to 0 HP, roll 1d4. On a 1-2, you become stable. On a 3-4, you regain 1 hit point.
-Corona. You emit a light in a 50 foot radius and dim light for an additional 25 feet until the end of your next turn. All magical
darkness or ongoing harmful spells in the area are dispelled. You have advantage on spell saves, skill checks, and attacks until the
end of your next turn, or alternatively may choose to automatically succeed a spell save, skill check, or attack of your choice.
-Dominion. Choose one creature you can see. For 24 hours, you cannot be frightened by this creature, have advantage on
saves that creature imposes on you, and the creature has disadvantage on attack rolls against you. Unless the creature is immune
or resistant to a damage type, it is vulnerable to all damage you deal against it. If you can see the creature, you have advantage on
death saves. If the creature changes dimensions, you can use an action to pull it back to where it last was. As a bonus action
while using this ability, you may choose to impart these benefits to one creature that you are closely allied with. |

Forbidden Tomes
Name Prerequisite Components Range Effect
Nosferatu --- V, M 5/10 A tome that devours life nearby, dealing 3d4 Necrotic Damage. Make a ranged
spell attack at a target within range. On a hit, the caster regains hit points equal
to the damage dealt. It has a +1 bonus to attack and damage rolls.
Mire --- V, M 300 A tome that channels necrotic energy at a target, dealing 3d10 Necrotic
damage. Make a ranged spell attack at a target within range. It has a +1 bonus
to attack and damage rolls.
Fatal The ability V, M 60 A tome that launches an ameboid mass of mouths at a target. Make a ranged
Gnash to cast a spell attack at a target within range. On a hit, the target is grappled. Contesting
Necromancy the grapple uses your Spell Save DC. At the end of your turn, the target takes
spell at level 3d6 piercing damage and 1d4 necrotic damage from the mouths, and you
4 or higher regain hit points equal to half the amount of necrotic damage dealt (minimum
1).
Nether Level 14 V, S, M Self, A tome that briefly tears a hole into the Negative Plane itself, summoning
Vortex Wizard, 10 unspeakable horrors in the form of a writhing dark vortex. Creatures within
Warlock, or Foot range other than the caster must make a Constitution saving throw. On a failed
Sorcerer. Radius save, it takes 5d8 Necrotic Damage, or half as much on a successful save.
Cannot be Creatures must then make a Wisdom saving throw. On a failed save, the
of a Good creature is frightened and paralyzed until the end of their next turn. If both
Alignment. saving throws were failed, the effects of the tome repeat for that creature at
the end of their turn until they succeed both saving throws. This tome can be
used once per day, regaining its charge at Midnight.

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