dauntless/content/Classes/Monk/Way of the Seal Guardian.md
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Players Guide 2

Seal Guardian monks apply the knowledge they gain from transcribing written works to the creation of magical seals, which they can offer to others for protection or to drive out evil influences in people or an area.

Affliction Eater Progression
Monk Level Features Protective Spells Known Maximum Circle
3rd Protective Seals, Shielded Mind 2 1st
4th 3 1st
5th 4 1st
6th 4 1st
7th Seal of Cleansing 5 2nd
8th 5 2nd
9th 6 2nd
10th 6 2nd
11th Ward Against the Otherworldly 7 2nd
12th 7 2nd
13th 8 3rd
14th 8 3rd
15th Sanctify Location 9 3rd
16th 9 3rd
17th 10 3rd
18th 10 3rd
19th 11 4th
20th 11 4th

Protective Seals 

3rd-Level Seal Guardian Feature 

You transcribe protective spells (see Protective Spells Known) onto parchment, creating magic seals for your allies. You can create such a seal by using the same type of action required to cast the spell that you want to transcribe. Once you give a seal to a creature, only that creature can use it and gain its benefits. Using the seal requires the same type of action that casting the spell inscribed upon the seal requires. The spell uses your spellcasting ability (see Spellcasting Ability), and any spell cast in this way is always cast at the highest circle you have access to, via the Maximum Circle column of the Seal Guardian Progression table. If the spell requires concentration, the creature using the seal must concentrate as per the normal spellcasting rules (see Chapter 7 in the Players Guide). 

A seal loses its magic after 24 hours, the magical inscription fading from it. The parchment can then be used to make a new seal. You can create a number of seals equal to your PB, and you regain all expended uses when you finish a long rest. 

Protective Spells Known 

When you first gain access to this feature, choose two 1st-circle spells from the abjuration school. These are the spells you can use to create protective scrolls. They can be from any source—Arcane, Divine, Primordial, or Wyrd— but they must have a casting time of 1 action, 1 bonus action, or 1 reaction. You cant cast these spells as a normal spellcaster would, but you know them for the purposes of this feature.

You learn more protective spells in this way as you progress in monk levels, as shown on the Seal Guardian Progression table. Each protective spell must be from the abjuration school, and each must be from the same or lower circle as that listed in the Maximum Circle column. When you gain a new level of monk, you can replace one protective spell you know with another spell of your choice that fits the requirements.

Starting at 11th level, you can choose ritual spells from the abjuration school when learning new spells. Creating a ritual seal takes 1 action, but casting the spell from the seal takes the normal casting time for the ritual. Creating a ritual seal still counts against the number of seals you can create between rests.

Spellcasting Ability 

Wisdom (WIS) is your spellcasting ability. Your WIS modifier determines the save DC or the attack modifier for your protective spells:

Spell save DC = 8 + your proficiency bonus (PB) + your Wisdom (WIS) modifier 

Spell attack modifier = your proficiency bonus (PB) + your Wisdom (WIS) modifier

Shielded Mind 

3rd-Level Seal Guardian Feature 

Your thoughts are girded against the influence of other creatures. You have advantage on saves against being charmed or frightened. If you already have advantage on saves against both conditions, you can choose to be immune to one of these two conditions instead.

Seal of Cleansing 

7th-Level Seal Guardian Feature 

As an action, you can spend 1 technique point (see Players Guide), draw a series of runes imbued with power on a bit of parchment, and place it on a creature within 5 feet of you. If the creature is charmed, frightened, or paralyzed, it immediately makes another save against that effect (even if the effect doesnt allow for repeat saves), and it makes the save with advantage, ending the condition on itself on a success. If a creature that caused the effect on the target is within 30 feet of you, it must make a WIS save against your technique save DC, taking radiant damage equal to your WIS modifier + your monk level on a failed save or half as much damage on a successful one.

Ward Against the Otherworldly 

11th-Level Seal Guardian Feature 

As an action, you can spend 2 technique points, write a warning of rebuke on a bit of parchment, and place it on a threshold, like a door or archway. You designate one of the following when you create this ward: Aberrations, Celestials, Elementals, Fey, Fiends, Undead, or creatures with the Outsider tag. If a creature is of the designated type, it cant pass the threshold, it has disadvantage on attack rolls when its attacks must pass the threshold, and creatures with the threshold between them and the affected creature have advantage on saves against spells and abilities used by the affected creature. This ward lasts for 1 hour.

You can use this feature a number of times equal to your PB, and you regain all expended uses when you finish a long rest.

Sanctify Location 

15th-Level Seal Guardian Feature 

You can spend 1 minute, or spend 5 technique points and require only 1 action, to prepare a seal (see Protective Seal feature) that temporarily hallows a location up to 1,600 square feet (that is, a 40-foot-square area, or either sixty-four 5-foot squares or sixteen 10-foot squares). For 8 hours after your seal is affixed to the location, or until the seal is removed, magical darkness is suppressed in the area, and creatures you designate are protected by two of the following effects of your choice while they remain in the area:

  • Clear Mind. Each affected creature cant be charmed or frightened and has advantage on saves against effects that force the creature to act randomly, such as the confusion spell.
  • Energy Protection. Each affected creature is resistant to one damage type of your choice, except for bludgeoning, piercing, or slashing.
  • Health. Each affected creature gains a bonus to its AC equal to half your PB (rounded down) and temporary hit points equal to your monk level. These temporary hit points are gained when the seal is affixed or when the affected creature first starts its turn in the area, if the creature wasnt in the area when the seal was first affixed. The temporary hit points last for the duration of the seal.
  • Magic Protection. Each affected creature gains a bonus to its saves equal to half your PB (rounded down).
  • Might. Each affected creature gains a bonus to its attack rolls equal to half your PB (rounded down).
  • Tongues. Each affected creature can communicate with any other creature in the area, even if they dont share a common language.

A creature other than you can take an action to attempt to remove the seal. It must make a WIS save against your technique save DC. On a failure, the creature takes radiant damage equal to twice your WIS modifier + twice your monk level and is stunned for 1 minute. On a success, it takes half the damage and is stunned until the end of its next turn. A stunned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. 

Once you use this feature, you cant use it again until you finish a long rest.