Artificer
Base Class: Artificer

Though the art of glyphs has been long lost due to its primitive nature, it is certainly no less powerful. Some question whether Glyph Magicians truly count as artificers, likening them instead to "nature wizards". These unfortunates usually end up with a swift bash to the unmentionables, showcasing a more martial approach to combat. None, however, can deny their proficiency with ink and parchment, the source of their magical talent.

Tool Proficiency

3rd-level Glyph Magic feature

You gain proficiency with calligrapher's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Glyph Magic Spells

3rd-level Glyph Magic feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Glyph Magic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Glyph Magic Spells

Artificer Level Spell

3rd

 color spray, ice knife

5th

 scorching ray, moonbeam

9th

 daylight, plant growth

13th

 ice storm, grasping vine

17th

 fireball*, cone of cold

*may only be cast using a 5th-level or higher spell slot

Battle Ready

3rd-level Glyph Magic feature

Your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Glyph Weapon

3rd-level Glyph Magic feature. 

Your proficiency with glyphs has deepened with your understanding. You can now place 4 glyphs on any blunt weapon you touch with your spellcasting focus, one for each of light, ice, plant, and fire. Only you can use the effects of these glyphs and only one weapon can be affected at once.

On a successful attack roll you can choose to activate a random glyph, consuming it. Whilst at least one glyph is unused the weapon is magical. All glyphs can be replenished on a long rest and use your spell save DC.

Glyph Effect

Light

Target takes 1d6 bonus radiant damage and is blinded until the start of your next turn on a failed Constitution save.

Ice

Target takes 2d4 bonus cold damage and its speed is reduce by 15ft until the start of your next turn.

Plant

Target takes 1d4 bonus poison damage and is restrained by entangling plants until the start of your next turn on a failed Strength save.

Fire

Target takes 3d4 bonus fire damage.

Extra Attack

5th-level Glyph Magic feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Arcane Cry

9th-level Glyph Magic feature

You've learned new ways to channel glyph magic. When an enemy targets you with a spell attack you can channel your glyphs to create one of the following effects:

  • You cry out with a 30ft cone of arcane energy. Any enemy within this cone must make a Constitution saving throw or take 2d6 thunder damage. If the spellcaster is hit by this attack they fail their cast. This has a vocal (V) component.
  • You are enveloped by a sphere of glyphs. The spell misses you and you additionally gain +2 AC and immunity to its area effects until the start of your next turn. This has a vocal (V) component.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Improved Glyphs

15th-level Glyph Magic feature

Your Arcane Cry and Glyph Weapons become more powerful:

  • The damage and extra AC of your Arcane Cry increase to 4d6 and +4.
  • Your Glyph Weapons bonus damage gain a respective increase equal to your Proficiency Bonus.
  • Others can now use the glyphs on your Glyph Weapons, but do not gain the Proficiency Bonus when doing so. You can also apply the glyphs to a number of weapons equal to your Intelligence modifier (minimum of 1).

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