Wizard
Base Class: Wizard

Glyph mages are wizards that have studied the language of magic and its inherent power and found that there are certain magical symbols that contain hidden power, with enough study, creativity and magical energy this hidden power can be harnessed by the wizard.

Hidden Arcana

Your studies have granted you a higher understanding of the language of magic, you gain a Glyph Journal and choose two magical glyphs from the list provided to add to your Glyph Journal, as you gain levels you can learn additional glyphs, you learn another glyph at level 6, 10, 14. You can only use one glyph per turn usually, unless explicitly stated by an ability or item. When using a glyph you need to have one hand to activate it. When you chose this class.

Glyph of Fire

When activated, choose one of its effects.

  • As an action if you put the glyph on a target or object, you can cause the glyph to propel them in the opposite direction of the glyph at 10 ft per turn until the creature makes a successful dexterity check (Your spell save DC) to remove it, stopping their forced movement.
  • As an action you create a burst of flames from the glyph, everyone in a 10 ft cone must make a dexterity saving throw or take 2d6 fire damage.
  • As a bonus action your fire glyph combines with a spell you cast, making the spell do an extra 1d6 fire damage.
  • As a reaction when you take damage, you can make the attacker take 1d6 fire damage.

Glyph of Ice

When activated, choose one of these effects.

  • As an action you create a bolt of ice, make a ranged attack (60ft range) which on a hit does 1d8 damage and the target creature can't make reactions till the end of your next turn.
  • As an action you can create a 10x10 ft wall of ice, which has 12 hp and 11 ac.
  • As a bonus action you enchant a weapon or spell, on a hit with said weapon or spell, they take 1d4 damage, and their movement speed is reduced by 10ft.
  • As a reaction if a creature attacks you, you can create a protective coating of ice on yourself, giving yourself 4 temp hp, when this temp hp is destroyed the attacker takes 1d4 cold damage.

Glyph of Light

When activated, choose one of these effects.

  • As an action you choose a point within 40 ft, every creature within 10 ft of that point must make a constitution saving throw or be blinded until your next turn.
  • As an action you can touch a glyph to an object to imbue it with the power of light, it casts bright light for 10 ft, and dim light for an additional 20 ft, if a weapon is touched it gains the magical effect to overcome resistance to non magical weapons. Both effects last for 10 minutes, and can be dispelled with another bonus action.
  • As a bonus action if you use an effect which makes an enemy roll a save, you can reduce the roll by 1d4.
  • As a reaction you can impose disadvantage on an attack roll against a fellow party member.

Glyph of Nature

When activated, choose one of these effects.

  •  As an action, you may touch one creature and imbue it with the power of nature, that creature heals 1d4 +proficiency hit points.
  • As an action, if you see a creature attempt a skill check and you are within 30 ft of them you can add 1d6 to the roll.
  • As an action you cast the druidcraft spell.
  • As a bonus action you summon vines to entangle a target, they must roll a strength saving throw based on your spell save DC or be grappled. They can repeat this save at the end of their turn.
  • As a reaction, if you see an ally need to make a saving throw, you can use your reaction to give a plus 2 to the roll.

Glyph of Stone

When activated, choose one of these effects.

  • As an action you create stone spikes in an area ,choose up to 4 5ft cubes in a connected area, whenever a creature passes through that area, they take 2d4 damage, or they can reduce their speed by 2/3 to take no damage. If a creature takes forced movement through this area, they take a guaranteed 4 damage, and the area they moved through is no longer effected by the glyph.
  • As an action you can create a simple shape from rock that would fit in a 5ft cube.
  • As a bonus action you create unstable ground beneath a target, they must make a dexterity saving throw or be knocked prone.
  • As a reaction, if you are attacked, before you know the attack roll you can add 2 AC.

Sleight of Hands

Your quickness of hands allows you to activate multiple glyphs in a turn. When using this ability you can use two glyphs this turn instead of one. You can use this feature a number of times equal to your proficiency bonus.

Glyphic Infusions

You channel additional magic into a glyph, making it more potent. You expend a 2nd level or higher spell slot to empower a glyph, doubling its effect once.

Glyphic Proficiency

Your mastery of Glyphs allows you to cast spells involving glyphs easily.

  • You can cast Glyph of warding without expending a spell slot a number of times equal to your proficiency bonus.
  • In addition, you can choose to infuse a glyph and a spell when using the spell glyph feature of the glyph of warding.

Glyphic Mastery

Your mastery of Glyphs allows you to use glyphs at blistering speeds.

  • You can use one glyph as a free action once per turn.

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