Wizard
Base Class: Wizard

Stories tell of a divide between two groups of wizards, the first were the ones gifted of the arcane knowledge for spells, the other was more interested in the old arts of written spells now called glyphs. It was said that the latter faction's history disapeared without a trace. You are the proof that this lost culture still stands proudly in the forgotten realm. Glyph mages harness the power of specific srawings to create the spells any caster can use. When choosing this subclass, you will still be able to cast spells as normal but you will also be relying on the ancient glyphs, many of wich are still unknown.

Elemental glyph

Beginning at 2nd level, you can write common glyphs that control the elements. On your turn, you can take 5 minutes to write one of 4 glyphs on a piece of parchment. In combat,you can activate a glyph as a bonus action or an action(assuming you have prepared one). You can prepare all four glyphs and have up to ten copies of it.

Fire glyph: when activating this glyph, roll à d4. On 1 or 3, it creates a barrier 15ft long and wide and with a height equal yours +5. Anything passing throught the barrirer is completely incinerated. On 2 or 4, the parchment takes the form of a 15ft wise fire ball and goes to a location of your choice, the ditance between you and the ball is at most 20ft. On impact, it explodes in a radius of 10ft and every creature caught in the explosion takes 4d6 of damage and half as much on a failed dc15 dex saving throw.

Water glyph: upon activation, a cylinder of water 5ft wide goes horizontaly up to a range of 120ft. Any creature caught in the trajectory is blinded by the water. 

Earth glyph: when activated, roll à d4. On 1 or 3, any creature in a 15ft radius of you must succeed on a dc15 con saving throw. On a failed save, it is buried 20ft under the soil and it will emerge after 1d10 days. The creature can repeat the saving throw after being buried to shorten the time by one day. After the given days have passed, it emerges where it was first buries or if the way is obstructed, it emerges 5 ft from it's original position. On a 2 or 4, the eathr rumbles and makes every creature and adventurers up to 100ft away from you prone.

Wind glyph: activate this glyph and a heavy wind blows toward your foes, transporting them 500ft  away from you. If they encouter and obstacle such as a large tree or boulder, they stop and take 1d4 force damage.

 

 

Additional proficiencies

Ald9 at 2nd level,you have gained proficiency in many simple weapons, armor, shield, and in calligrapher's suplies.

Augmented elements

At 6th level,you have more options when drawing glyphs. You have gained the knowledge to draw the plant, ice, lightning and metal glyphs. You can have only five copies of the same augmented glyph. The rules for making a normal glyph and activating one is the same for those other glyphs 

Ice glyph: when  activated, roll a d4.

On a one, it creates a trail of ice 5ft wide and with a maximum length of 5 miles. When walking or runing on this trail, first make a con saving throw dc 20. On a failed save, you trip and fall prone. On a success, your walking and running speed increases by 10ft when on the trail, you repeat the saving throw each time you move on the trail.

On a 2, it creates a column of ice 5ft wide with you as the point of origin and is at most one mile high. You are on top of the column. Trying to climb up or down the column requires a dex(acrobatics) check dc 15. On a failed one, you fall to the ground and take the apropriate damage. On a success, you descend or ascend 10 ft. 

On a 3 or 4, it creates 3 or 4 magic ice shards that targets one creature each. On impact, it takes 1d4 cold damage.

Plant glyph: when activated, roll a d4. 

On a 1 or 3, vines, roots and flowers suround you making an impenetrable armor. This vegetal armor hass 100 hit points and an AC of 15+ your int or con modifier(by the dm's choice). When the armor has no hit points remaining, the plants go back in the earth leaving you defensless. With the armor, you can only take the attack action or move action. Attacking with an unarmed strike has a bonus of 5ft for the range and make a d4 bonus damage. Your walking speed is increased by 10ft. Killing a creature with an unarmed strike while wearing the armor gives you 1d10 hit points. The armor also fades away after an hour or if you dismiss it as a bonus action. 

On a 2 or 4, plants and vines sprouts from the ground and grapples 5 designated creatures or 5 creatures with the lowest wisdom. The plants proceed to smother the creatures until they die. On each creature's turn, it takes 1d6 force damage. The vines have 50 hit points and disapear into the ground if their prey is dead, if the vines themselves don't have any hit points remaining on their prey's turn or if you dismiss them as an action.

Lightning glyp: when activated, roll a d4.

On a 1 or 3, 5 creatures take 2d12 Lightning damage.

On a 2 or 3, a small ball of light floats above your hand and makes bright light withing 30ft and dim light for  another 10ft.If an unwanted creature other tries to take the ball must make a dex(sleight of hand) check dc 15. On a success , the ball goes floating on it's hand, on a fail, it takes 2d6 lightning damage. The ball disapears after 2 hours.

Metal glyph: when activated, roll a d4.

On a 1 or 3, every small or medium sized metalic object within a radius of 5 miles flies towards you to end up in a pile. Enchanted items and artifacts that have metal on them are not excluded. If a metalic item is magicaly buried, it is excluded.

On a 2 or 4, metalic studs are added to your curent armor and weapon. Your armor has the benefits of a heavy armor (if it is one already, nothing like that  happens) and you have a bonus to your AC equal to your proficiency bonus plus your int modifier. Your weapons have a +3 on attack rolls and have a 1d6 damage roll bonus. The effects last for 1 hour or if you dismiss the effect as an action.

 

 

 

Scholar magic

At 10th level,you have gained the ability to control each schools of magic's properties in different glyphs. You can use 1 hour to draw one of those scholar glyph as you need time to make a special type of parchment. You can only have one of each type of those glyphs at all time.

Evocation magic: when activated, this glyphs shoots a fireball, an ice ball, and a thunder ball that can target one creature each. 

*Fireball*: the creature must succeed on a dex saving throw or take 5d4 fire damage and be lit on fire. On a success, it takes half as much damage and isn't lit on fire but it's suroundings are.

*Ice ball*: the creature must succeed on a wis saving throw or take 5d4 cold damage and be encased in ice for 3 turns. On a success, it takes half as much damage and is not encased in ice.

*Thunder ball*: the creature must succeed on a int saving throw or take 5d4 lighting damage and fall prone due to the imense shock. On a success, it takes half as much damage and doesn't fall prone but every creature 10ft from it do.

Abjuration glyph:when activated,roll a d 12

On a 12,every creature other than you that can cast spells in a radius of 30ft cannot cast any 1st level spells or higher for 5 minutes. 

On 1 through 11, a magic sphere 5ft wide encapsulates you. When a magic projectile tries to go through this barrier, it automatically disipates. Your AC has a bonus of your con modifier when the barrirer is active. The barrirer lasts for one hour or if you dissipate it as an action.

Illusion glyph: when activated, an intagible creature with a maximum rating of 10 apears in a 5ft square adjacent to yours. You can use a bonus action to move the illusion 20ft in any direction.  You can also see and hear if you were the illusion. It cannot attack or move anything.

Transmutation glyph: upon activation you or a willing creature can change shape similar to the changeling's shapechanger trait. This lasts for 1d20+1 hour and when interacting with an npc that knows the form you have taken i.e. a relative or something like that, you have disadvantage on charisma ability checks as you do not have the form's memory.

Divination glyph: when activated, you have truesight in a range of 120ft, you have also proficiency in wisdom saving throws and skills that require wisdom. You can also change the flow of time by adding or subtracting your hit die to three rolls that a creature or player makes. Lastly, you can talk any languages(even thieve's kant) and talk to animals.These bonuses last for 1hour.

Conjuration glyph: when activated, roll a d4

On a 1 or , a creature with a challeng rating of 1/4 to 3 apears nexto you. You can control this creature using an action and it understands the languages you speak. It desapears after 2 hours or if it is  reduced to 0 hit points.

On a 2 or 4, an item worth between 10gp and 10 000gp apears in front of you. It cannot be an artifact or a rare magic item.

Necromancy glyph: when activated, a circular black vrotex 15ft wide apears and sucks the life of everything within it. They take 1d20+con modifier necrotic damage and if they die, they become a zombie under your control. You can then either you or a player of your choice regain 1d20+ the amount of creatures sucked in the vortex hit points. The points in surplus are considered as temporary hit points and are added to the other temporary hit points you may have.

Enchantment glyph: when activated, every creature and other npcs in a 30ft radius are charmed or frightened or are under your control for 1d10+1 hour. The enchantment goes away early if they suffer severe harm such as falling of a cliff and surviving or almost drowning or do something totallyvagainst their alignment. For example, a lawfull good character will not do a chaotic evil thing but will do a chaotic neutral or lawfull evil thing because part of their alignment is here. True neutral or neutral characters will do everything.

Glyph master

At 14th level,you now represent the sheer creativity the ancients had. As a reward, you can now have two same scholar glyphs and making one takes only 30 minutes. Additionaly, if a glyph forces a creature to make a saving throw, the DC for that save has a bonus equal your int modifier.

You can also take one hour to make an original glyph woth your own effects. The DM must judge if that homebrew glyph is not too broken. For example, a glyph thay instantly kills everyone is too broken.

Supreme recovery.

At 18th level, your studies in the magic of the arcane have granted you the opportinuty to restore your lost power for a day. When making a long rest, you can recover a number of spell slots of 6th level or higher up to half your wizard level rounded up + your con modifier. Doing this once doesn't have any effect on you but each following uses in the same day can be detrimental. As such, you take 2d12 necrotic damage for each following use of this feature if they happen in the same day.

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