Cleric
Base Class: Cleric

Glyph Writers spend their time pouring over ancient texts, scrolls, and other magical manuscripts, to empower their magic and bonds.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Glyph Writing

Whenever you use a spell of 1st level or higher to attack, you can instead choose to hold the spell, increasing the damage by one die at the end of your turn, you choose to release it or you can choose to inscribe the glyph on the ground where it can be invoked as a reaction, targeting a chosen enemy within 5 feet. Also you can release the spell as a bonus action. However this does not work with concentration spells. You can only do this 3 times per day. The damage increase is 1 die at 1st level, 2 die at 5th, 3 die at 10th, 4 die at 15th, and 5 die at 20th.

Channel Divinity: Glyph of Protection

Starting at 2nd level, you can use your Channel Divinity to protect an ally.

As an action, you present your holy symbol and evoke warding energy to protect an ally within 30 feet, causing  first against them to have disadvantage until your next turn.

Magical Scribe

Beginning at 6th level, the buff spells you cast on others buff you as well. When you cast a spell of 1st level or higher that buffs a creature other than you, you gain an increase to your AC equal to 2 + the spell’s level.

Magical Strikes

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Warding Presence

Starting at 17th level, while you are not incapacitated, any enemies within 10 feet of you, must make a wisdom saving throw against your spell DC or have disadvantage on all attacks.

Previous Versions

Name Date Modified Views Adds Version Actions
8/20/2023 1:08:40 PM
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