You are on page 1of 26

Marksmith

The Marksmith

I
n front of a large manor, a gnome carves runes into
small pieces of wood, then hands them out to her
allies. The runes on the wood begin to glow, then her
allies disappear, the only evidence of their existence
being the faint sound of footsteps that head into the
corrupt mayor's mansion. The gnome waits outside,
carving additional pieces of wood, just in case her
allies are not successful.
An unarmored dwarf with tattoos covering his entire body
runs towards a group of gnolls. A tattoo on his arm glows,
then erupts into flames as he punches a gnoll's chest. As the
gnolls begin to bite at him, another tattoo glows and a burst
of thunder pushes back the horde.
In a dark alley, an elf is surrounded by a group of thugs.
The elf confidently produces a deck of cards, requesting the
thugs to choose one. Reluctantly, a card is chosen. As the
card is flipped, a mark on its face glows, teleporting the elf to
the roof of the building. Before the thugs can react, a card
lands at their feet and they are engulfed in flames.
Marksmiths use marks and glyphs in order to channel
magic. Instead of learning the complex phrasing and gestures
of spellcasting, marksmiths memorize a variety of symbols
that allow them to replicate spells without consuming much
personal power.
Journeying Scholars
Marks are not as widespread as the common magic being
taught in wizarding schools. In order for someone to become
a marksmith, they typically must find their own marks,
whether it be through research, journeying into abandoned
crypts, having a tribal tradition, or some other way.
Marksmiths are very secretive, and often refuse to allow
strangers, or even friends, to attempt to learn their craft.
Supportive Magic
Marks, because of their independence from their creator, are
able to be activated by allies of the marksmith. Many
adventuring parties, armies, and guilds actively recruit
marksmiths for their ability to improve entire groups.

Mark Flavor
Marks are symbols that are inscribed in some way
onto an object and activated with magic. How each
marksmith applies marks is unique, from premade
stamps, wood carvings, paintings, playing cards, or
any other way to create symbols. For simplicity
sake, marks are treated as spells, though they are
distinct from typical magic. Components would
technically be different as well for marks. Verbal
would instead be if the mark made audible sounds,
somatic would be the need to draw a mark, and
material would be the need to use actual tools to
draw the mark.
Creating a Marksmith
Marksmith
As you make your marksmith character, think of how they
were able to obtain their first marks. Where did you find
Max them, and why were you there? What made you search for
Proficiency Cantrips Spell Spell marks? Were you naturally talented, or did you have to study
Level Bonus Features Known Points Level excessively?
Marks, Glyph Quick Build
1st +2 3 4 1st
Casting You can make a Marksmith quickly by following these
2nd +2
Artistic Style,
3 6 1st
suggestions. First, make Intelligence your highest ability
Vocation score, followed by either Dexterity or Constitution. Second,
Favored Tool, choose the Sage background. Third, choose the guidance,
3rd +2
Runic Stability
3 14 1st magic stone, and resistance simple marks, along with the
following 1st-level marks for your markbook: Cure Wounds,
4th +2
Ability Score
4 16 1st False Life, Featherfall, Inflict Wounds, Shield of Faith, and
Improvement Thunderous Smite.
5th +3 Mark Master 4 27 2nd

6th +3
Vocation
4 32 2nd
Class Features
Feature As a marksmith, you gain the following class features
Runic
7th +3 4 38 2nd Hit Points
Recovery
Ability Score
Hit Dice: 1d8 per marksmith level
8th +3
Improvement
4 44 2nd Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
9th +4 - 4 57 3rd modifier per marksmith level after 1st
Repelling Proficiencies
10th +4 5 64 3rd
Ward Armor: Light Armor
11th +4
Vocation
5 73 3rd
Weapons: Simple Weapons, longswords, shortswords
Feature Tools: Two artisan's tools of your choice
12th +4
Ability Score
5 73 3rd
Saving Throws: Dexterity, Intelligence
Improvement Skills: Choose two from Arcana, History, Insight,
13th +5 - 5 83 4th Investigation, Perception, Religion, Stealth, Survival
14th +5 Glyph Repair 5 83 4th Equipment
You start with the following equipment, in addition to the
15th +5
Vocation
5 94 4th equipment granted by your background:
Feature
Ability Score
(a) longsword, (b) two shortswords or (c) a simple weapon
16th +5
Improvement
5 94 4th (a) scholar's pack or (b) dungeoneer's pack
Leather Armor, an artisan's tools of your choice
17th +6 - 5 107 5th
18th +6 Greater Mark 5 114 5th
Ability Score
19th +6 5 123 5th
Improvement
Greater Mark
20th +6 5 133 5th
Improvement

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Marks Spellcasting Ability
You use your Intelligence whenever a spell refers to your
You have learned a variety of rune-like marks that can be spellcasting ability. In addition, you use your Intelligence
used to create magical effects, replicating the effects of modifier when setting the saving throw DC for a marksmith
spells. See Spells Rules for the general rules of spellcasting. spell you cast and when making an attack roll with one.
You can find the marksmith spell list at the end of the class Spell save DC = 8 + your proficiency bonus + your
description Intelligence modifier
Simple Marks Spell attack modifier = your proficiency bonus + your
At 1st level, you learn three cantrips of your choice from the Intelligence modifier
marksmith spell list. You learn additional cantrips of your Ritual Casting
choice at higher levels, as shown in the Cantrips Known You can cast a marksmith spell as a ritual if that spell has the
column of the marksmith table. ritual tag and you have the spell in your markbook. You don’t
Markbook need to have the spell prepared.
At 1st level, you have a book containing four 1st-level Spellcasting Focus
marksmith spells of your choice. Your markbook is the You must use a artisan's tool as a spellcasting focus for your
repository of the marksmith spells you know, except your marksmith spells.
cantrips, which are fixed in your mind.
Preparing and Casting marks Learning Marks of 1st Level and Higher
The Marksmith table shows how many spell points you have Each time you gain a marksmith level, you can add one
to cast your marksmith spells of 1st level and higher. You may marksmith spell of your choice to your markbook for free.
expend a number of spell points to create a spell slot equal to Each of these spells must be of a level equal to or less than
or less than your max spell level, as shown on the marksmith your max spell level, as shown on the marksmith table. On
table, then use that slot to cast a spell. You can cast lower your adventures, you might find other spells that you can add
level spells using higher level spell slots. The Spell Point Cost to your markbook (see the “Your Markbook” sidebar).
table below summarizes the cost in spell points of slots from Mark Maintanence
1st to 5th. You can’t reduce your spell point total to less than Marks are not concentrated on by the typical means. You use
0, and you regain all spent spell points when you finish a long Dexterity instead of using Constitution on saving throws to
rest. maintain concentration on marksmith spells, as you attempt
Spell Level Point Cost to avoid the mark being damaged.
1st 2
2nd 3
3rd 5
4th 6
5th 7

You prepare the list of marksmith spellss that are available


for you to cast. To do so, choose a number of marksmith
marks from your markbook equal to your Intelligence
modifier + your marksmith level (minimum of one spell). The
spells must be of a level for which you can cast.
For example, if you’re a 5th-level marksmith with an
Intelligence of 16, your list of prepared spells can include
eight spells of 1st or 2nd level, in any combination, chosen
from your markbook. If you prepare the 1st-level spell false
life, you can cast it using a 1st-level or a 2nd-level slot which
you've created with spell points. Casting the spell doesn’t
remove it from your list of prepared marks.
You can change your list of prepared spells when you finish
a long rest. Preparing a new list of marksmith marks requires
time spent studying your markbook and memorizing the
strokes and lines you must make to inscribe them: at least 1
minute per mark level for each spell on your list.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
There are two different types of glyphs: Triggered Glyphs and
Personal Glyphs.
Your Markbook You can inscribe a Triggered Glyph on a surface or object.
The marks that you add to your markbook as you You decide what triggers it, such as a command word or the
gain levels reflect the research you conduct on movement of nearby creatures. Triggers cannot include
your own. You might find other marks during your anything further than 30 feet from the glyph. When the glyph
adventures. You could discover a mark recorded on is triggered, the stored spell is cast, originating from the
the wall of an ancient crypt, for example.

glyph. If the spell has a target, it targets the creature that



triggered the glyph. If the spell affects an area, the area is
Copying a mark into the Book. centered on the glyph. If the spell requires concentration, you
When you find a marksmith spell of 1st level or must concentration on it, as normal. A Trigger Glyph cannot
higher, you can add it to your markbook if it is of a be moved more than 10 feet from where you originally made
spell level you can prepare and if you can spare the the glyph or else the glyph fades without being cast.
time to decipher and copy it.

You can inscribe a Personal Glyph onto a creature or an


Copying that spell into your markbook involves
object a creature is wearing or carrying. The creature may
reproducing the basic form of the spell, then
cast the spell using your spell attack bonus and spell DC. If
deciphering the unique system of notation used by the mark requires concentration, the creature uses Dexterity
the marksmith who wrote it. You must practice the instead of Constitution for any saving throw to maintain
mark until you understand the lines and thickness concentration. Spells cast through glyphs are always
required, then transcribe it into your markbook considered to only have the somatic component.
using your own notation.

You can only have a number of glyphs inscribed at one time



equal to your Intelligence modifier (minimum 1). You may
For each level of the spell, the process takes 2 destroy any glyph you have inscribed on your turn without any
hours and costs 50 gp. The cost represents action.
material components you expend as you After you finish a long rest, all glyphs that have not been
experiment with the mark to master it, as well as triggered disappear.
the fine inks you need to record it. Once you have
spent this time and money, you can prepare the
mark just like your other marks.

Artistic Style

At 2nd level, you adopt a style of art or fighting as your
Replacing the Book. specialty. Choose one of the following options. You can't take
You can copy a spell from your own markbook into a Artistic Style or Fighting Style option more than once, even
another book—for example, if you want to make a if you later get to choose again.
backup copy of your markbook. This is just like
copying a new spell into your markbook, but faster Defense
and easier, since you understand your own notation While wearing armor, you gain a +1 bonus to AC.
and already know how to cast the spell. You need
spend only 1 hour and 10 gp for each level of the Dueling
copied spell.

When you are wielding a melee weapon in one hand and no



other weapons, you gain a +2 bonus to damage rolls with that
If you lose your markbook, you can use the same weapon.
procedure to transcribe the marks that you have
prepared into a new markbook. Filling out the Great Weapon Fighting
remainder of your markbook requires you to find
new marks to do so, as normal. For this reason,
When you roll a 1 or 2 on a damage die for an attack you
many marksmiths keep backup markbooks in a safe
make with a melee weapon that you are wielding with two
place. hands, you can reroll the die and must use the new roll, even
if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit.
Glyph Casting Skilled
At 1st level, you learn how to create glyphs, special marks Choose one of your skill or tool proficiencies. Your
which allow you to delay the casting of an effect, or allow proficiency bonus is double for any ability check you make
others to concentrate on marks you cast. that uses that skill.
You may use an action to inscribe a glyph onto a object, Strategy
surface, or creature within 5 feet of you, choosing a
marksmith spell of 1st level or higher with a casting time of You can have a number of glyphs inscribed at one time equal
an action or bonus action to place in it, expending spell points to 2 + your Intelligence modifier.
as if you had cast it. The spell must target a single creature or
an area. The spell being stored has no immediate effect when
cast in this way.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Research
You immediately learn two 1st-level marksmith spells of your
choice. Additionally, whenever you gain a level in this class,
you add two marksmith spells of your choice to your
markbook instead of one. Mark Master
At 5th level, you can cast spells with inscribed with Glyph
Runic Vocation Casting on yourself or on an object that you are carrying as a
At 2nd level, you choose a vocation that shapes how you use bonus action.
marks: Vocation of Art, Vocation of Blood, Vocation of
Discovery, Vocation of Illusion, Vocation of Ink, Vocation of Runic Recovery
Steel, and Vocation of Worship, all detailed at the end of the At 7th level, you have learned to regain some of your magical
class description. Your vocation grants you features at 2nd energy during downtime. When you finish a short rest, you
level and again at 6th, 11th, and 15th. gain a number of spell points equal to your marksmith level.
Once you use this feature, you cannot use it again until you
Vocation Spells finish a long rest.
Each vocation has a list of spells — its vocation spells — that
you add to your markbook at the marksmith levels noted in Repelling Ward
the vocation description.
If you have a vocation spell that doesn’t appear on the At 10th level, you can protect yourself from harmful spells
marksmith spell list, the mark is nonetheless a marksmith and attacks. When you are targeted by an attack, you can use
spell for you. a reaction and spend 1 spell point to give the attack
disadvantage.
Favored Tool
Glyph Repair
At 3rd level, choose one of your tool proficiencies. Your
proficiency bonus is doubled for any ability check you make At 14th level, when you or another creature within 30 feet
that uses it. fails a Dexterity saving throw to maintain concentration on a
marksmith spell, you can use a reaction and spend 2 spell
Runic Stability points to cause them to reroll the die. They must use the new
roll.
Also at 3rd level, you understand how to avoid your marks
being damaged in combat. Greater Mark
You have advantage on Dexterity saving throws that you
make to maintain your concentration on a marksmith spell At 18th level, you gain the ability to cast 6th-level spells
when you take damage. sparingly.
You may add three 6th-level spells from the marksmith
Ability Score Improvement spell list to your markbook. You may cast a 6th-level spell by
expending 9 spell points.
When you reach 4th level, and again at 8th, 12th, 16th, and Once you cast a 6th-level spell, you can't cast another 6th-
19th level, you can increase one ability score of your choice level spell again until you finish a long rest.
by 2, or you can increase two ability scores of your choice by At 20th level, you can cast two 6th-level marks before
1. As normal, you can’t increase an ability score above 20 requiring a long rest.
using this feature.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
In addition, any attack made against you while you are within
Vocations 5 feet of the animated artwork has disadvantage.
The artwork's damage increases by 1d4 when you reach
Vocation of Art 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You magnify the artistic expression found in marks to You can use this feature a number of times equal to your
summon creatures from off the page, or animate statues into proficiency modifier, and you regain all expended uses of it
massive guardians ready to protect you. when you finish a long rest.
Vocation of Art Spells Creation of Art

At 6th level, you are able to create simple objects using your
Marksmith Level Spells marks. You can use your action to create an inanimate object
in your hand or on the ground in an unoccupied space that
2nd Animate Weapon, Tenser's Floating Disk you can see within 10 feet of you. This object can be no larger
5th Magic Mouth, Phantasmal Force than 10 feet on a side and weigh no more than 100 pounds,
and its form must be that of a nonmagical object that you
9th Conjure Animals, Create Food and Water have seen.
13th Conjure Woodland Beings, Fabricate The object disappears when you use this feature again or if
it takes or deals any damage
17th Animate Objects, Creation
Picture Perfect
Animated Artwork At 11th level, you begin to move your creations with perfect
When you choose this vocation at 2nd level, you learn how to accuracy. You have advantage on attacks with Animated
make works of art fight for you. It could be an animated Artwork and Animate Weapon, and creatures you summon or
sculpture, living painting, a whirlwind of color, or anything animate with marksmith spells have advantage on attacks
else you wish. they make.
As an action, you can create an animated artwork for 1
minute, which appears in an unoccupied space within 5 feet Creative Transposition
of you. When you summon it, and as an action on each of At 15th level, you leave a small teleportation glyph in each of
your turns, you can have it move up to 30 feet and make a your creations. As a bonus action, you can teleport to an
melee spell attack against a creature within 5 feet of it. On a unoccupied space within 5 feet of your animated artwork,
hit, the target takes force damage equal to 1d4 + your animated weapon, or a creature you summoned or animated
Intelligence modifier. with a marksmith spell.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Thick Skin
At 6th level, you can take more punishment thanks to your
Vocation of Blood constant self-injury. You gain proficiency in Constitution
There is something special about blood. It can channel magic saving throws. If you already have this proficiency, you
like other materials are unable to. You have decided to instead gain proficiency in Strength saving throws.
harness this vile art to enhance the power of your marks. Additionally, your hit point maximum increases by 6 and
increases by 1 again whenever you gain a level in this class.
Vocation of Blood Spells

Sanguine Sacrifice
At 11th level, you discover how to obtain power from your
Marksmith Level Spells own blood. As a bonus action, you can roll a hit die to gain
2nd Cause Fear, Inflict Wounds spell points, expending it. Your current and maximum hit
5th Life Drain, Crown of Madness
points are reduced by the roll, and you gain spell points equal
to the roll.
9th Animate Dead, Life Transference Your maximum hit points lost from this feature are
13th Death Ward, Shadow of Moil
restored after you finish a long rest.
17th Possession*, Danse Macabre Blood Frenzy
At 15th level, when you or a creature with a blood glyph
Vital Markings reduce a creature to 0 hit points, you can immediately use a
Starting at 2nd level, you can use blood in place of tools to reaction cast a mark that you have prepared. You still must
create marks. When you cast a marksmith spell, you can take expend spell points as normal.
1 piercing damage to ignore the material components of the
spell. This damage cannot be reduced in any way.
Blood Glyph
When you choose this vocation at 2nd level, you can make
unique glyphs that are made and triggered by blood. When
you create a glyph on a creature or object a creature is
carrying, you can allow the creature to cast the glyph when
they deal damage to another creature or when taking
damage, no action required.
You can use this feature a number of times equal to your
proficiency modifier, and you regain all expended uses of it
when you finish a long rest.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Vocation of Discovery
You are not content with your current knowledge. You are
always striving for more, whether you find it by research or
by adventuring.
Vocation of Discovery Spells

Marksmith Level Spells


2nd Comprehend Languages, Identify
5th Knock, Misty Step
9th Dispel Magic, Leomund's Tiny Hut
13th Dimension Door, Locate Creature
17th Skill Empowerment, Legend Lore

Extensive Research
When you choose this vocation at 2nd level, you learn three
languages of your choice. You also become proficient in your
choice of two of the following skills: Animal Handling,
Arcana, History, Insight, Medicine, Nature, Religion, Stealth,
or Survival.
After you finish a long rest, choose one skill you are
proficient in. Your proficiency bonus is doubled for any ability
check you make that uses that skill until you finish another
long rest.

Distant Marks
At 6th level, you learn how to propel the power of marks that
typically require touch. When you cast a mark with a range of
touch, you can spend 1 spell point to make the range of the
mark 60 feet.
Complex Glyphs
At 11th level, you are able to put multiple marks into a single
glyph. When you use the Glyph Casting feature, you may
store an additional spell of 2nd level or lower into the glyph
with the same trigger. It does not expend additional spell
points. If both the spells require concentration, you or the
creature the glyph is on may concentrate on both of them, but
they have disadvantage on saving throws to maintain
concentration. They only make a single saving throw, and if
they fail, they stop concentrating on both marks.
You may use this feature a number of times equal to your
Intelligence modifier. You regain any expended when you
finish a long rest.
Advanced Discovery
At 15th level, your research and exploration has allowed you
to find a greater mark. Choose a 6th-level spell from the
marksmith spell list. You can cast that spell without
expending any spell points.
Once you use this feature, you can't use it again until you
finish a long rest.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Vocation of Elements Master of All the Elements
At 6th level, you gain power when using all the elements
The simplest way to deal damage with marks is to conjure together. When you deal acid, cold, fire, lightning, or thunder
elemental bursts to burn, freeze, and electrify your enemies. damage with a spell, you can add an additional 1d8 to the
You've specialized in this dangerous path, combining weapon damage roll the next time you deal damage of a different type
attacks with powerful elemental strikes. from the same list in the next minute.
Vocation of Elements Spells Elemental Barrage

At 11th level, you can become a whirlwind of elemental


Marksmith Level Spells destruction on the battlefield. After you cast a spell which
2nd Absorb Elements, Ice Knife requires you to make a melee attack, you can cast a cantrip
which requires you to make a melee attack, no action
5th Flaming Sphere, Lightning Strike required.
9th Lightning Bolt, Thunder Step You can use this ability a number of times equal to your
Intelligence modifier. You regain all uses of this ability after
13th Fire Shield, Vitriolic Sphere you finish a long rest.
17th Cone of Cold, Maelstrom
Total Protection
Elemental Blades At 15th level, your marks grant your protection from the
At 2nd level, you learn three of the following cantrips: Black- elements. You gain resistance to acid, cold, fire, lightning, and
Acid Blade, Blue-Rime Blade, Booming Blade, Green-Flame thunder damage. In addition, whenever a spell gives you
Blade, White-Bolt Blade. They don't count against the resistance to one of these damage types, you instead gain
number of cantrips known. immunity to the damage.
Mark Warrior
Also at 2nd level, you gain proficiency in martial melee
weapons, and when you attack with a melee weapon you can
use your Intelligence modifier, instead of Strength or
Dexterity, for the attack and damage rolls.
In addition, you can use two-weapon fighting if you've used
your action to attack with a light melee weapon, even if you
didn't use the Attack action.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Vocation of Illusion
The rigidity of marks makes creating fluid illusions difficult.
Luckily, you've been able to learn the building blocks of
marks, giving you incredible command over what marks are
capable of. Mark Modification
At 11th level, your experience with the intricate detail of
Vocation of Illusion Spells marks has allow you to modify the properties of spells you

cast. You gain the following modifications. You may only


Marksmith Level Spells apply one modification on a spell when you cast it.
2nd Color Spray, Disguise Self Imagined Concentration
5th Mirror Image, Shadow Blade When you cast a spell with concentration, you may expend 5
9th Fear, Major Image
spell points to remove the concentration.
13th Greater Invisibility, Hallucinatory Terrain Realistic Illusion
17th Creation, Mislead
When you cast a spell that may require a creature to attempt
an Intelligence (Investigation) check, you may spend 1 spell
point to give disadvantage to any Intelligence (Investigation)
Minor Illusions checks made against the effects of the mark.
When you choose this vocation at 2nd level, you learn the
cantrip minor illusion. It counts as a marksmith cantrip for Shadow Mark
you, but doesn't count against the number of cantrips you When you cast a spell that deals damage, you may expend 1
know. spell point to cause the mark to deal psychic damage instead.
If the mark requires a saving throw, the saving throw
Simple Glyphs becomes an Intelligence saving throw instead.
Also at 2nd level, you learn how to place simple marks into
glyphs. You may expend 1 spell point to use your Glyph Shared Mark
Casting feature with cantrips. When you cast a spell targeting only yourself with a range of
Complex Illusions
Self or Touch, you can expend a number of spell points equal
At 6th level, when you cast minor illusions to create an image to the mark's level to target another creature within 5 feet of
you.
of an object, it seems completely real, including sounds,
smells, and temperature appropriate to the thing depicted. Subtle Mark
You can't create sufficient heat or cold to cause damage, a When you cast a spell, you may spend 1 spell point to cast it
sound loud enough to deal thunder damage or deafen a without any somatic or verbal components.
creature, or a smell that might sicken a creature (like a
troglodyte's stench). Duplicity
Physical interaction with the image do not reveals it to be At 15th level, you can use a bonus action to create illusionary
an illusion. Instead, the creature attempts an Intelligence duplicates of yourself which can attack and deliver your
(Investigation) check against your spell save DC. If it fails, it marks.
For a minute, you may act as if you were in any space
believes the object to be real. within 100 feet of you during your turn.
Once you use this feature, you cannot use it again until you
finish a long rest.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Vocation of Ink
You use a unique way to create marks; by drawing them with
ink underneath the skin. Maybe this was an ancient tribal
tradition, or maybe you were innovative in your application of
marks. Whatever the case, you and your marks are durable.
Vocation of Ink Spells

Marksmith Level Spells


2nd Heroism, Wrathful Smite
5th Alter Self, Enlarge/Reduce
9th Haste, Vampiric Touch
13th Guardian of Nature, Stone Skin
17th Banishing Smite, Far Step

Tattooist's Tools
When you choose this vocation at 2nd level, you gain
proficiency in tattooist's tools, which allow you to put ink into
people's skin. You also gain a set of tattooist's tools.
Durable Marks
Starting at 2nd level, you can put marks directly into a
creature's body with tattoos, making it nearly impossible to
ruin. When you use your Glyph Casting feature to put a glyph
that requires concentration on a creature, you may spend an
additional 1 spell points to allow the creature to roll
advantage on Dexterity saving throw to maintain
concentration on the glyph.
Branded Warrior
Also at 2nd level, you have become accustomed to pain due to
the application of tattoos. When you aren't wearing armor,
your AC equals 10 + your Dexterity modifier + your
Intelligence modifier.
Runic Burst
At 6th Level, the tattoos you have given yourself have allowed
you to channel some of the arcane energies in marks.
Your
unarmed strikes deal 1d8 force damage + your Strength or
Dexterity modifier, and they can be used as the material
component for "Blade" cantrips.
In addition, after you expend spell points to cast a
marksmith spell, the next you hit with a melee weapon attack
or unarmed strike in the next minute, your attack deals an
additional 1d4 force damage for each spell level of the spell
cast.
Flurry of Fists
At 11th level, you are able to mix marks and strikes in a
whirlwind of pain. You can make one unarmed strike as a
bonus action.
Permanent Marks
At 15th level, you tattoo reusable marks onto your body.
Choose two 1st-level or one 2nd-level marksmith spells with a
range of self that are in your markbook. You can cast those
spells at their lowest level without consuming spell points.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
. Vocation of Steel
You have trained not only in marks, but in martial combat.
You know how to combine physical prowess with sharp
intelligence, and can weave together weapons and magic
together with ease.
Vocation of Steel Spells

Marksmith Level Spells


2nd Shield, Shield of Faith
5th Magic Weapon, Warding Bond
9th Blinding Smite, Elemental Weapon
13th Fire Shield, Staggering Smite
17th Holy Weapon, Steel Wind Strike

Bonus Proficiencies
When you choose this vocation at 2nd level, you gain
proficiencies with melee martial weapons, medium armor,
and shields.
Armament Enhancement
Also at 2nd level, at the end of a long rest, you can inscribe a
unique mark onto one nonmagical object that is a suit of
armor or a simple or martial weapon. For 8 hours, the object
becomes a magic item, granting a +1 bonus to AC if it’s armor
or a +1 bonus to attack and damage rolls if it’s a weapon.
Once you use this feature, you can’t use it again until you
finish a long rest.
Extra Attack
At 6th level, you can attack twice, instead of once, whenever
you take the Attack action on your turn.
Arcane Reinforcement
At 11th level, you become much better at enhancing weapons
and armor. The Armament Enhancement feature now grants
a +2 bonus.
In addition, as a bonus action you may expend up to 5 spell
points to gain 1d6 temporary hit points for each spell point
spent this way. These temporary hit points last until you
finish a short or long rest.
Battle Marks
At 15th Level, you have become a master of enchantment.
The Armament Enhancement feature now grants a +3 bonus.
In addition, you can use a bonus action to temporarily
empower the enhancement. If the object is armor, the wearer
gains resistance to all damage except psychic damage for 1
minute. If the object is a weapon, weapon attacks using it
deal an additional 2d8 force damage for 1 minute.
Once you use this feature, you can't use it again until you
finish a long rest.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Vocation of Worship Rejuvenating Sermon
Also at 2nd level, you can spend 10 minutes to give a
You've created murals of mythology, statues of gods, and powerful presentation that leave others feeling energized and
paintings of angels. You use your marks to show your revitalized. When you do so, choose up to six friendly
devotion to a god or a pantheon. creatures (which can include yourself) within 30 feet of you
Vocation of Worship Spells who can see or hear you and who can understand you. Each

creature gains the benefits of a short rest.


Once you use this feature, you cannot use it again until you
Marksmith Level Spells finish a long rest.
2nd Ceremony, Cure Wounds
Share the Love
5th Aid, Prayer of Healing At 6th level, you grant others full access to your glyphs. Other
9th Revivify, Spirit Guardians creatures can cast spells inscribed with your Glyph Casting
feature as a bonus action.
13th Banishment, Guardian of Faith
17th Planar Binding, Raise Dead Glyphs of Resistance
At 11th level, your glyphs provide protection against other
One of Faith forms of magic. Creatures that have glyphs inscribed on them
When you choose this vocation at 2nd level, you gain or on objects they are holding have advantage on saving
proficiency in the Religion skill if you don’t already have it. throws against spells and other magical effects.
Your proficiency bonus is doubled for any ability check you Integrated Ward
make that uses it. At 15th level, you provide a protective barrier in each of your
glyphs. When a creature casts a spell inscribed with your
Glyph Cast casting feature, they have a +5 bonus to AC until
the start of their next turn.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spell list
Heroism Quicken* Summon Elemental
Cantrips (0 Level) Ice Slide* Retaliation* Summon Greater Demon
Blade Ward Identify See Invisibility Wall of Fire
Black-Acid Blade* Inflict Wounds Seeking Missile*
Blue-Rime Blade* Jump Shatter
5th Level
Booming Blade Lightning Barrage* Silence Animate Object
Control Flames Longstrider Skywrite Antilife Shell
Green-Flame Blade Mage Armor Spider Climb Awaken
Guidance Protection from Evil and Warding Wind Circle of Power
Gust Good Cone of Cold
Life Force Blade* Regulate Temperature*
3rd Level Conjure Elemental
Light Sanctuary Animate Dead Control Winds
Lightning Lure Searing Smite Bestow Curse Creation
Magic Stone Shield of Faith Blink Destructive Wave
Mending Stone Grasp* Create Food and Water Far Step
Minor Ward* Thunderous Smite Dispel Magic Passwall
Mold Earth Thunderwave Elemental Weapon Possession*
Prestidigitation Witchbolt Fear Planar Binding
Poison Spray Zephyr Strike Feign Death Skill Empowerment
Resistance Fly Stasis Delay*
Shape Water 2nd Level Glyph of Warding Steel Wind Strike
Shocking Grasp Aid Haste Teleportation Circle
True Strike Agonizing Scorcher Lightning Arrow Transmute Rock
Thunderclap Arcane Lock Lightning Bolt Wall of Stone
Whirlwind Blade* Arcanist's Magic Aura Magic Circle
White-Bolt Blade* Barkskin Protection from Energy 6th Level
Blindness/Deafness Revivify Bones of the Earth
1st Level Blur Slow Contingency
Absorb Elements Cannon Blast* Stinking Cloud Create Homunculus
Alarm Continual Flame Summon Fey Disintegrate
Animate Weapon* Corrossive Carress* Summon Undead Flesh to Stone
Armor of Frost Darkness Swift Strikes* Forbiddance
Bless Darkvision Swift Ward* Globe of Invulnerability
Burning Hands Encumber/Lighten* Water Breathing Guards and Wards
Caustic Brew Enhance Ability Water Walking Investiture of Flame
Color Spray Enlarge/Reduce Investiture of Ice
Corrode* Enthrall
4th Level Investiture of Stone
Create or Destroy Water Flame Blade Banishment Investiture of Wind
Cure Wounds Gentle Repose Blight Move Earth
Detect Magic Gust of Wind Conjure Minor Elemental Primordial Ward
Detect Poison and Disease Impartial Pheromones* Control Water Sunbeam
Earth Tremor Invisibility Death Ward Tenser's Transformation
Elemental Enhancement* Knock Dimension Door True Seeing
Ensnaring Strike Levitate Fabricate Wall of Ice
Expedious Retreat Life Drain* Fire Shield
Explosion* Lightning Strike* Freedom of Movement
False Life Magic Mouth Greater Invisibility
Feather fall Magic Weapon Polymorph
Flamewheel* Mirror Image Private Sanctum
Flashfreeze* Orbital Drop* Resilient Sphere
Fog Cloud Pass without Trace Secret Chest
Furious Fists* Protection from Poison Staggering Smite
Guiding Rune* Stone Shape
Stone Skin
Summon
This is unofficial Fan Content permitted under the Fan Content Policy. Not Aberrationby Wizards. Portions of the materials used
approved/endorsed
are property of Wizards of the Coast.Summon
©WizardsConstruct
of the Coast LLC.
Marksmith Spells
This spell’s damage increases when you reach certain
Cantrips levels. At 5th level, the melee attack deals an extra 1d8
necrotic damage to the target on a hit, and the damage the
Black-Acid Blade target takes for each other creature increases to 1d6. The
evocation cantrip damage increase at 11th level (2d8 and 1d8) and 17th level
Casting Time: 1 action (3d8 and 1d10).
Range: Self
Components: V, S, M (a melee weapon worth at least 1 sp) Minor Ward
Duration: Instantaneous abjuration cantrip
You brandish the weapon used in the spell’s casting and make Casting Time: 1 action
a melee attack with it against one creature within 5 feet of Range: Touch
you. On a hit, the target suffers the weapon attack’s normal Components: V, S, M (iron dust)
effects, and takes 1d4 acid damage at the end of their next Duration: Concentration, up to 1 minute
turn. You draw a mark on one willing creature. The target gains a
This spell’s damage increases when you reach certain +5 bonus to AC for the next attack made against it, then the
levels. At 5th level, the melee attack deals an extra 2d4 acid spell ends.
damage to the target on a hit, and the damage target takes on
their turn increases to 2d4. The initial damages increase by Whirlwind Blade
2d4 and the second damage increases by 1d4 at 11th level transmutation cantrip
(4d4 and 3d4) and 17th level (6d4 and 4d4). Casting Time: 1 action
Blue-Rime Blade
Range: Self
Components: V, S, M (a melee weapon worth at least 1 sp)
evocation cantrip Duration: Instantaneous
Casting Time: 1 action You brandish the weapon used in the spell’s casting and make
Range: Self two melee attacks with it against one creature within 5 feet of
Components: V, S, M (a melee weapon worth at least 1 sp) you. Both attacks have disadvantage to hit. On a hit, the
Duration: Instantaneous target suffers the weapon attack’s normal effects
You brandish the weapon used in the spell’s casting and make This spell’s damage increases when you reach certain
a melee attack with it against one creature within 5 feet of levels. At 5th level, both melee attacks deals an extra 1d6
you. On a hit, the target suffers the weapon attack’s normal force damage to the target on a hit. The damage increase by
effects, and you can cause ice to freeze their feet to the 1d6 at 11th level (2d6) and 17th level (3d6).
ground. The creature's speed is reduced by 15 until the start
of your next turn. White-Bolt Blade
This spell’s damage and speed reduction increases when evocation cantrip
you reach certain levels. At 5th level, the melee attack deals Casting Time: 1 action
an extra 1d10 cold damage to the target on a hit, and their Range: Self
speed is reduced by 20. The damage increases by 1d10 and Components: V, S, M (a melee weapon worth at least 1 sp)
the speed reduction increase by 5 feet at 11th level (2d10 and Duration: Instantaneous
25 feet) and 17th level (3d10 and 30 feet).
You brandish the weapon used in the spell’s casting and make
Life Force Blade a melee attack with it against one creature within 5 feet of
necromancy cantrip you. On a hit, the target suffers the weapon attack’s normal
Casting Time: 1 action effects, and you briefly stun them with white lightning. The
Range: Self creature cannot use bonus actions until the start of your next
Components: V, S, M (a melee weapon worth at least 1 sp) turn.
Duration: Instantaneous This spell’s damage increases when you reach certain
levels. At 5th level, the melee attack deals an extra 1d12
You brandish the weapon used in the spell’s casting and make lightning damage to the target on a hit. The damage increase
a melee attack with it against one creature within 5 feet of by 1d12 at 11th level (2d12) and 17th level (3d12).
you. On a hit, the target suffers the weapon attack’s normal
effects, and takes an additional 1d4 necrotic damage for each
creature other than you within 5 feet of the target as you use
their life force to empower your attack.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
1st Level Spells
Animate Weapon
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a melee weapon)
Duration: Concentration, up to 1 minute
You quickly place marks on a nonmagical melee weapon that
you are proficient with that does not have the heavy property,
causing it to animate and float.
As an bonus action on your turn, you can move the weapon
up to 20 feet and make a melee weapon attack against a
creature within 5 feet of it, using your normal . On hit, the
target takes the weapon attack's damage, including Strength
or Dexterity modifier.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Corrode Flamewheel
1st-level evocation 1st-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 20 feet Range: Self
Components: V, S, M (a vial of vinegar) Components: V, S, M (a chunk of charcoal)
Duration: 1 minute Duration: Instantaneous
You shoot a highly corrosive blob of acid at a creature within You conjure a whirlwind of fire around you and sprint
range. Make a ranged spell attack against the creature. On a forward. You can move up to 20 feet. All creatures within 5
hit, the creature takes 1d4 acid damage. At the start of each feet of you at any point during your movement must make a
of the creature's turns for the duration, it takes 2d4 acid Dexterity saving throw or take 2d6 fire damage, or half as
damage plus 1d4 acid damage for each subsequent turn (The much on a successful one. Any creature which hits you with
creature would take 2d4 damage at the start of its first turn, an opportunity attack takes an additional 2d6 fire damage.
3d4 at the start of its second turn, 4d4 at the start of its third At Higher Levels. When you cast this spell using a spell
turn, etc). Any creature can use an action to wipe off the acid slot of 2nd or higher, the initial damage increases by 1d6 for
from the target, ending the spell. each slot level above 1st.
At Higher Levels. When you cast this spell using a spell
slot of 2nd or higher, the initial damage increases by 2d4 for Flashfreeze
each slot level above 1st. 1st-level evocation
Casting Time: 1 action
Elemental Enhancement Range: Touch
1st-level abjuration Components: V, S
Casting Time: 1 bonus action Duration: Instantaneous
Range: Touch You reach out to a creature an attempt to instantly freeze it.
Components: V, S Make a melee spell attack against a creature you can reach.
Duration: Concentration, up to 1 minute On a hit, the target takes 1d8 cold damage and is restrained
Your marks enhance a weapon with elemental energy, and until the end of their next turn. If the creature takes damage
choose one damage type: acid, cold, fire, lightning, or thunder. while restrained in this way, they take an additional
Until the mark ends, you deal an extra 1d4 damage of the bludgeoning 3d8 damage and is no longer restrained.
chosen type to any target you hit with the weapon. If the At Higher Levels. When you cast this spell using a spell
weapon isn’t magical, it becomes a magic weapon for the slot of 2nd or higher, the cold damage increases by 1d8 for
mark’s duration. each slot level above 1st.
At Higher Levels. When you cast this spell using a spell
slot of 2nd or higher, the damage increases by 1d4 for each Furious Fists
spell level above 1st. 1st-level evocation
Casting Time: 1 bonus action
Explosion Range: Self
1st-level evocation Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Self For the duration of this spell, your fist gleams with silvery
Components: V, S, M (a bit of gunpowder) arcane light and you may, as an action, make a melee spell
Duration: Instantaneous attack against a creature within reach of your unarmed
An explosion erupts from you. Each other creature within 10 attack. The first such successful attack during the duration of
feet of you must make a Dexterity saving throw. On a failed this spell deals 2d10 force damage to the target, and the
save, a creature takes 2d10 fire damage. On a successful target must make a Strength saving throw or be knocked
save, the creature takes half as much damage. prone and pushed up to 5 feet away from you.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 2nd or higher, the damage increases by 1d10 for each slot of 2nd or higher, the damage increases by 1d10 for each
slot level above 1st. slot level above 1st. Additionally, the distance the target may
be pushed away from you on a failed save increases by 5 feet
for each slot level above 1st.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Guiding Rune Stone Grasp
1st-level divination 1st-level transmutation
Casting Time: 1 bonus action Casting Time: 1 action
Range: Touch Range: 30 feet
Components: V, S, M (white chalk) Components: V, S
Duration: Concentration, up to 1 hour Duration: 1 minute
You touch a weapon, inscribing a detailed rune on it. Until the You cause the ground beneath a creature within range to
spell ends, that weapon gains a +1 bonus to attack rolls. latch onto their legs, immobilizing and crushing them. The
At Higher Levels. When you cast this spell using a spell target must make a Dexterity saving throw or take 1d8
slot of 3rd level or higher, the bonus increases to +2. When bludgeoning damage and become restrained for the duration.
you use a spell slot of 5th level or higher, the bonus increases As an action on each of your turns for the duration, you may
to +3. deal 1d8 bludgeoning damage to the target automatically.
The target can use its action to make a Strength check
Ice Slide against your spell save DC. On a success, it frees itself.
1st-level conjuration At Higher Levels. When you cast this spell using a spell
Casting Time: 1 action slot of 2nd or higher, the initial damage increased by 1d8 for
Range: Touch each slot level above 1st.
Components: V, S
Duration: Instantaneous 2nd Level Spells
You push a creature, conjuring a slippery line of ice to carry Cannon Blast
them away from you. The creature must make a Strength 2nd-level evocation
saving throw or be pushed 30 feet directly away from you.
Alternatively, instead of pushing a creature, you can Casting Time: 1 action
conjure a slide for yourself and move 120 feet in a straight Range: Self (60 feet)
line. Components: V, S
Duration: Instantaneous
Lightning Barrage You release a blast of flame behind you that rockets you into
1st-level evocation the air. You fly up to 60 feet in a straight line and stop at the
Casting Time: 1 action first creature you contact. You can choose to make a melee
Range: 15 feet spell attack against the creature, hitting it with a magic
Components: V, S, M (three metal rings) barrier. On a hit, the target takes 3d6 fire damage and 2d6
Duration: Instantaneous force damage, and it must succeed on a Strength saving
You shoot out a volley of lightning bolts at a target in range, throw or be knocked prone. On a miss, the target takes half
trying to build a powerful charge in their body. Make three as much damage and isn't knocked prone.
range spell attacks against a creature within range. On a hit, For this turn, your barrier grants you resistance to damage
the creature takes 1d6 lightning damage. If all three attacks from falls, and falls do not knock you prone upon landing.
hit, the creature is stunned until the start of your next turn. Upon finishing the movement and attack caused by this spell
At Higher Levels. When you cast this spell using a spell you fall if you are still aloft, unless you can stop the fall
slot of 2nd or higher, the first attack that hits deals an At Higher Levels. When you cast this spell using a spell
additional 1d6 damage for each slot level above 1st. slot of 3rd level or higher, the force damage dealt increases
by 1d6 for each slot level above 2nd
Regulate Temperature
1st-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a vial of mercury)
Duration: 24 hours
You create an invisible layer of magic around a creature's skin
which keeps their temperature at a level which is comfortable
for them. For the duration, the creature ignores the penalties
of extreme cold and extreme heat.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can target one additional
creature for each slot level above 1st.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Corrossive Caress You drain the life force out of a creature next to you,
2nd-level conjuration providing you sustenance. The target must make a
Constitution saving throw. On a failed save, the creature
Casting Time: 1 action takes 4d8 necrotic damage. On a successful save, the
Range: Touch creature takes half as much damage. You regain hit points
Components: V, S, M (a bit of vomit) equal to half the amount of necrotic damage dealt.
Duration: Instantaneous At Higher Levels. When you cast this spell using a spell
You attempt to touch a creature as you conjure magical acid slot of 3rd or higher, the damage increased by 1d8 for each
into the palm of your hand. Make a melee spell attack against slot level above 2nd.
the target. On a hit, the target takes 6d4 acid damage, and
nonmagical armor worn by the target is partly dissolved and Lightning Strike
takes a permanent and cumulative -2 penalty to the AC it 2nd-level evocation
offers. The armor is destroyed if the penalty reduces its AC to Casting Time: 1 bonus action
10. Range: Self
Armor that is affected or destroyed by this spell can be fully Components: V
restored with the mending spelL or through the use of Duration: Concentration, up to 1 minute
appropriate tools. The next time you hit a creature with a melee weapon attack
At Higher Levels. When you cast this spell using a spell during this spell’s duration, you weapon explodes with
slot of 3rd level or higher, the damage increases by 2d4 for unstable electricity. The attack deals an additional 3d12
each slot level above 2nd. lightning damage to the target and you take lightning damage
Encumber/Lighten equal to half the amount of lightning damage dealt
2nd-level transmutation At Higher Levels. When you cast this spell using a spell
slot of 3rd or higher, the damage increases by 1d12 for each
Casting Time: 1 action slot level above 1st.
Range: Touch
Components: V, S Orbital Drop
Duration: Concentration, up to 1 hour 2nd-level evocation
You touch an object that is no larger than a 5-foot cube, Casting Time: 1 action
causing it to either increase or decrease in weight. Range: Self
The object's weight is either multiplied or divided by ten for Components: V, S
the duration, chosen when the spell is cast. If the object's Duration: 1 round
weight is increased, it takes and deals double damage from You send yourself into the air with an explosion, preparing for
falling. If the object's weight is decreased it takes and deals a fiery finish. Each other creature within 10 feet of you must
half damage from falling. make a Dexterity saving throw. A target takes 2d6 fire
Impartial Pheromones damage on a failed save, or half as much on a successful one.
2nd-level enchantment Then you are propelled 100 feet into the air. At the start of
your turn, you can choose a point within 30 feet of where you
Casting Time: 1 action were when you cast this spell. You land on that point, taking
Range: 30 feet no fall damage, and create an explosion. Each other creature
Components: V, S, M (a rose) within 20 feet of you must make a Dexterity saving throw. A
Duration: Concentration, up to 1 minute target takes 2d6 fire damage on a failed save, or half as much
Pheromones surround a creature of your choice in range. on a successful one.
The creature must succeed a Wisdom saving throw or At Higher Levels. When you cast this spell using a spell
become charmed by every other creature within 100 feet of slot of 3rd or higher, both instances of damage increases by
them. The creature is stops being charmed by any creature 1d6 for each slot level above 1st.
that does anything harmful to it. At the end of each of its
turns, the target can make a Wisdom saving throw. On a Quicken
success, the spell ends. 2nd-level evocation
Casting Time: 1 bonus action
Life Drain Range: Touch
2nd-level necromancy Components: V, S
Casting Time: 1 action Duration: 1 hour
Range: Touch You touch a creature. The target's speed increases by 30 feet
Components: V, S until the spell ends.
Duration: Instantaneous At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can target one additional
creature for each slot level above 2nd.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Retaliation You ward yourself in a hasty barrier of magical energy to Wh
2nd-level abjuration protect against danger, granting you a protective ward that they i
lasts until the end of your next turn. The ward has hit points the ef
Casting Time: 1 action equal to 6d6 + twice your spellcasting ability modifier. If you the cr
Range: Self would take damage, the ward blocks and takes that damage turn.
Components: V, S instead. The ward cannot block psychic or poison damage
Duration: 10 minutes unless it is dealt by an attack. If the ward is reduced to O hit
You place a mark on yourself that reflects the damage you points, you take any remaining damage and the spell ends.
take back at the attacker. At Higher Levels. When you cast this spell using a spell
Whenever a creature within 5 feet of you hits you with a slot of 4th level or higher, the ward hit points increase by 2d6
melee attack, they take 2d6 damage of the same type as the for each slot level above 3rd.
attack. If the attack does multiple types of damage, the type is
of whichever does more damage. 5th Level Spells
At Higher Levels. When you cast this spell using a spell
slot of 3rd or higher, the damage increased by 1d6 for each Possession
slot level above 2nd. 5th-level necromancy
Casting Time: 10 minutes
Seeking Missile Range: Touch
2nd-level evocation Components: V, S, M (a vial of blood)
Casting Time: 1 action Duration: 8 hours
Range: 120 ft You place bloody marks on yourself and a creature, object, or
Components: V, S corpse within 5 feet of you. You must stay within 5 feet of
Duration: Instantaneous them for the entire casting time. You attempt to take control
You shoot a bolt of pure force which homes in on the nearest of the other target. If successful, your own body collapses,
creature. The closest creature to you takes 6d4 force damage. and is considered unconscious for the duration.
If multiple creatures are the same distance to you, the DM If the mark is on a creature, it must make a Charisma
randomly chooses which creature it hits. saving throw or you take over its body. You gain their
At Higher Levels. When you cast this spell using a spell Strength, Constitution, and Dexterity, as well as their current
slot of 3rd or higher, the damage increased by 2d4 for each hit points and any natural features it has, such as a breath
slot level above 2nd. weapon or natural armor (GM discretion).
If the mark is on a corpse, the mark animates it as you
3rd Level Spells possess it. You gain its Strength and Dexterity, each with a -2
penalty, as well as its Constitution, half of its maximum hit
Swift Strikes points, and any natural features it has that have not
3rd-level transmutation decomposed (GM discretion).
Casting Time: 1 action If the mark is on an object, the mark animates it as you
Range: Self possess it. You gain the Strength, Constitution, Dexterity, and
Components: V, S Armor Class of the object as listed in the animate objects
Duration: Concentration, up to 10 minutes spell.
After the duration, your mind returns back to your body if it
You place marks on your body, allowing you to attack more is still alive and on the same plane of existence. If the
faster and deal more damage with your strikes. Until the spell creature or object you were possessing died or was destroyed
ends, you gain the following benefits. while you were possessing it, you return back to your body
You can attack three times, instead of once, when you take and take 5d10 psychic damage.
the Attack action on your turn. Stasis Delay
When you hit a target with a weapon attack, that target 5th-level abjuration
takes an extra 1d6 force damage.
Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell Range: Touch
slot of 5th or higher, the amount of attacks you can make Components: V, S, M (a broken watch)
increases to 4. Duration: Concentration, up to 10 minutes
Swift Ward You cause a creature's body to temporary ignore all afflictions
3rd-level abjuration done to it. The creature's hit points cannot be raised or
lowered, and the creature ignores the blinded. deafened,
Casting Time: 1 reaction, which you take just before you paralyzed, petrified, and poisoned conditions. Keep track of
would take damage each instance of damage and each condition ignored.
Range: Self
Components: V, S
Duration: 1 round

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Added Distant Marks and Complex Glyphs
Changelog Vocation of Ink
1.1 Changes Changed Branded Warrior to Int instead of Con
Fixed many grammatical errors Unarmed strikes in Runic Burst to benefit from Strength
Tweaked the flavor of many abilities or Dexterity
Allowed proficiency with any three tools instead of Vocation of Steel
specific ones Changed 11th level feature
Spell points are now restored on a long rest, and spell Moved feature names to better fit the features
points now fit a full-caster
Revised Glyph Casting to make it clearer 1.3 Changes
Glyph Casting can now only have Int Modifier glyphs out
at once Added Insight to availaable skill proficiencies
Glyph Casting now cannot be done with simple marks Strategy Artistic Style bonus glyph reduced to 2 +
Removed Archery Artistic Style, as the class is not meant Intelligence modifier.
to be good at range Research Artistic Style changed to grant an additional
Added Great Weapon Fighting, Skilled and Strategy spell learned at each level
Artistic Styles Vocation Marks are no longer automatically prepared
Changed the Vocation list to match the existing Vocations Runic Recovery is 1/long rest instead of 1/day
Added Runic Recovery to match Extra Attack Replaced Find Traps with Misty Step on Vocation of
Repelling Ward now requires a reaction, as intended Discovery Marks
Glyph Repair now requires a reaction Minor Ward buffed to +5 AC (from +2)
Maximum hit points lost from Sanguine Sacrifice are now Added new marks: Animate Weapon, Stone Grasp, Swift
restored on a long rest Strikes
Essence Absorption now requires a long rest, as intended Vocation of Discovery
Blood Frenzy now requires a reaction Distant Marks now only affects touch marks.
Complex Glyphs can now only store additional marks of
3rd level or lower 1.4 Changes
Improved Simple Mark now only affects simple marks
Reformatted the Vocation of Ink page to prevent a glitch Changed all mechanical mentions of marks into spells and
where the text and image would overlap cantrips
Tattooist's Tools now doesn't specify location and cost to Added proficiencies to shortswords and longswords
acquire a new one Added Favored Tool
Added spells to spell list, mainly those which have an area Moved Vocations to 2nd level and Runic Stability to 3rd
of effect originating from caster level
Added in new simple mark: Minor Ward Added Vocation of Art and Vocation of Worship
Fixed Credits
Vocation of Blood
1.2 Changes Added Vital Markings
Tool proficiencies reduced to two Vocation of Discovery
Added Mark Master Reduced the amount of skills gained from three to two
Moved Runic Recovery, Repelling Ward, and Glyph Repair Replaced Freedom of Movement with Locate Creature
further in levels
Removed Shared Mark Vocation of Ink
Changed Glyph Repair Durable Marks now cost 1 spell point
Removed Vocation of Creation Branded Warrior moved to 3rd level
Added Vocation of Illusion Runic burst moved to 6th level, changed bonus force
Added Bones of the Earth to the Spell List damage to be on next successful hit, and requires spell
Removed Shadow Blade from Spell List points to be spent
Added new marks: Elemental Enhancement, Added Flurry of Fists at 11th level
Encumber/Lighten, Retaliation, Possession
Spells
Vocation of Blood Encumber/Lighten now is concentration
Switched Antilife Shell with Possession on spell list Added higher level progressions to various marks
Added Blood Glyph Added new spells: Cannon Blast, Corrode, Corrossive
Moved Sanguine Sacrifice to 11th level Caress, Flamewheel, Flashfreeze, Furious Fists, Guiding
Removed Essence Absorption Rune, Ice Slide, Impartial Pheromones, Life Drain,
Buffed Blood Frenzy to include Blood Glyph Lightning Barrage, Lightning Strike, Quicken, Regulate
Temperature, Retaliation, Seeking Missile, Stasis Delay,
Vocation of Discovery Swift Ward
Removed Improved Simple Marks and Preparedness

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
1.5 Changes
Added Two-weapon Fighting to available Artistic Styles
Seperated glyphs into Triggered and Personal. Triggered
glyphs cannot be moved more than 10 feet from their
original creation point.
Removed mention of free actions
Added multiclass information
Added Vocation of Elements
Vocation of Art
Reduced Animated Artwork damage dice to d4s
Switched Dust Devil for Phantasmal Force in Vocation
spells
Vocation of Blood
Allowed Blood Glpyh to also be triggered when the user
takes damage
Vocation of Illusion
Imaginary Concentration cost increased from 3 spell
points to 5 spell points

Spells
Lightning Barrage stuns instead of paralyzes
Added and removed some official spells from the spell list
Added new spells: Black-Acid Blade, Blue-Rime Blade,
Life Force Blade, Whirlwind Blade, White-bolt Blade,
Explosion, Orbital Drop

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Design Notes
Marksmith Strengths
A Marksmith can play a variety of roles in a party. In the base
class, they are primarily support, with a variety of buffs and
heals. With certain subclasses, they can become a massive
damage dealer, a tank, a skill monkey, and more.
With their Glyph Casting, they are expected to be able to
use their spells in new ways which will increase their value.
This will hopefully make up for their inability to cast higher
level spells.
Because of the power of granting other people spells, the
Marksmith greatly benefits from Glyphs on themselves in
order to make both options viable.
Marksmiths also gain some martial capabilities, though not
as much as other classes. The core class gives the option of a
Fighting Style, Shortswords, and Light Armor for a Dex-
based combatant. Green-Flame Blade and Booming Blade
allow for more powerful attacks as well.
Marksmith Weaknesses
A Marksmith have two distinct weaknesses. They can't cast
higher level spells, and most of their spells don't have a range
higher than 30 feet. Marksmiths will usually have to be close
to the melee to be effective in combat, and with their low AC
and low hit dice, they have to rely on their spells to keep them
alive.
In addition, Marksmiths gain a ton of benefits from Glyph
Casting, but if the Marksmith is not prepared and does not
create any glyphs before a fight, they will struggle compared
to other classes.
Multiclassing
Should you want to multiclass into Marksmith, the
prerequisites and proficiencies are listed below:
Prerequisite: 13 Intelligence
Proficiencies gained: Light armor, simple weapons, one
artisan tool

Multiclassing with Spellcasters


When you are multiclassing, you gain spell points
and spells as normal, but you may exchange spell
slots and spell points between classes freely. For
example, a character with 3 levels in marksmith
and 3 levels in wizard would have 14 spell points,
four 1st-level spell slot, and two 2nd-level spell
slots. The character could expend 2 spell points to
cast a 1st-level wizard spell, or cast a 1st-level
marksmith spell at 2nd-level using a wizard
spellslot.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
More Credits

Credits
Image Credits in order of
apperance:
Cliffside Ritual by space gooose
Wizard by boscopenciller
Obsessive Focus by Svetlin Velinov, Copyright
owned by Wizards of the Coast
This work contains material that is copyright Winter Landscape by 88grzes
Ruinwaker by Kim Sokol
Wizards of the Coast and/or other authors. All Gift of Orzhova by Johannes Voss, Copyright
rights reserved by their respective owners. owned by Wizards of the Coast
Bloody Hand from Soul Sacrifice, Copyright
owned by Sony
Blood Price by Darryl Petrucci
The Standing Stones by weinrot93
Tomb of Annihilation Copyright owned by
Wizards of the Coast
Daggerfall Mage by Keen Fai Copyright owned
by Bethesda Softworks
Jace's Illusion Squad by Victor Adame,
Copyright owned by Wizards of the Coast
Rasaad yn Bashir by Nat Jones, Copyright
owned by Overhaul Games
Baldur the Stonecleaver Copyright owned by
Privateer Press
Calm Before the Storm by Dean Ovebo
Watercolors by /u/flamableconcrete
Content Credits
Cannon Blast, Corrosive Caress, Swift Ward
inspired, modified, or taken from The
Elements and Beyond
Furious Fists originally made by Brennan Lee
Mulligan

WWW.GMBINDER.COM

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
This document was lovingly created
using GM Binder.

If you would like to support the GM Binder developers,


WWW.GMBINDER.COM consider joining our Patreon community.

You might also like