Base Class: Artificer
Where most artificers craft with tools of wood, metal, and fire, a Glyph Weaver works with symbols older than language. They see the hidden script of creation—the runes and sigils that shape the flow of magic, the weight of steel, and the spark of life. By carefully etching and invoking these runes, a Glyph Weaver can alter the very principles that govern the world around them.
A Glyph Weaver's craft is one of precision and insight. Each rune is more than decoration—it is a command woven into reality itself. With the right stroke, they can strengthen armor, redirect a spell, or bend the laws of nature to their will. But mastery comes at a cost: a rune drawn in haste can unravel into dangerous surges of wild magic.
Those who follow this path often view themselves as editors of fate and form. To their allies, they are indispensable problem-solvers, able to shift the battlefield with a few strokes of a quill or chisel. To their foes, they are unsettling adversaries, capable of reshaping weapons, spells, and defenses in ways no ordinary artificer could dream.
Glyph Magic
Sigil Points
At 3rd level, you obtain a pool of Sigil Points equal to your Intelligence modifier + half your artificer level (minimum 2). You regain all spent points when you finish a long rest, and you can spend Sigil Points to inscribe runes that alter the properties of objects or creatures.
Inscribing a sigil can be used as a free action if placed on an object you can touch, or a bonus action if placed on a creature or surface within 30 feet. A sigil lasts for 1 minute unless otherwise stated. A creature may only bear one sigil from you at a time. Objects may bear more.
Property Sigils
When you gain this feature at 3rd level, you learn to inscribe sigils that edit fundamental traits of objects. At higher levels, you unlock sigils that affect creatures as well.
Each effect costs 1–3 Sigil Points depending on potency.
3rd Level: Object Sigils
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Sigil of Weight (1 point): Double or halve the weight of an object (up to 10 feet on a side).
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Sigil of Size (2 points): Increase or decrease an object’s dimensions by up to one size category (Small → Medium, etc.), without changing its mass.
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Sigil of Substance (2 points): Temporarily alter the material of an object (wood to iron, stone to glass, etc.). Lasts 1 minute.
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Sigil of Hardness (1 point): Increase or decrease the AC and hit points of an unattended object by 2 for 1 minute.
Scaling Rules
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At 3rd level, you can only affect objects.
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At 5th level, you can affect creatures.
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At 9th level, you unlock greater manipulations like vulnerability, resistance, and gravity.
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At 15th level, you gain world-shaping Master Sigils.
Creature Sigils
Your understanding of the universe has allowed you to comprehend the complexities of living creatures, and directly influence there properties, there magics. You Can understand how they work and move, changing their code and powers.
5th Level: Creature Sigils
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Sigil of Swiftness (2 points): Target creature’s speed increases by 10 feet for 1 minute.
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Sigil of Burden (2 points): Target creature’s speed is reduced by 10 feet for 1 minute (Con save negates).
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Sigil of Aspect (3 points): Change one physical trait of a creature (skin to stone-like texture, eyes to glowing runes, voice altered). This is cosmetic but can grant advantage on Intimidation or Deception checks at DM’s discretion.
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Sigil of Balance (3 points): Redistribute ability scores temporarily (move up to 2 points from one ability to another for 1 minute).
- Sigil of Rejuvenation (Any number of points): Upon being inscribed with this glyph you can replenish the points invested into this sigil of class resources that are regained when that creature takes a short or long rest, excluding spell slots. For example, you can expend 1 point to replenish 1 sorcery point for the sorcerer in your party. You cannot replenish more uses of a resource than the creature’s maximum use of that resource. For example, if the sorcerer has a pool of 3 sorcery points, you cannot replenish any number of sorcery points greater than 3.
Greater Sigils
The laws of physics and magic bend to your will, allowing you to alter creatures and objects on a grander scale. Your mastery of runes now extends beyond small tweaks, enabling you to inscribe sigils that rewrite the very forces that govern existence.
When you reach 9th level, you unlock Greater Sigils. These sigils represent more dramatic manipulations of reality: distorting weight and gravity, altering resistances, and interfering with magical energy itself.
Whenever you inscribe a Greater Sigil, you must expend 3 Sigil Points. Each Greater Sigil you create lasts for 1 minute unless otherwise specified, and requires concentration as though concentrating on a spell.
Examples of Greater Sigils include:
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Sigil of Gravity: Double or halve a creature’s weight, altering its jump distance and fall speed. A creature unwilling to be affected must succeed on a Constitution saving throw against your spell save DC.
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Sigil of Resistance: Imbue a creature with protective runes, granting resistance to one damage type of your choice for 1 minute.
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Sigil of Vulnerability: Inscribe a weakening rune on a creature. On a failed Constitution save, the creature becomes vulnerable to one damage type of your choice until the start of your next turn.
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Sigil of Binding: Anchor a creature to the ground with runes of stillness. On a failed Strength save, the creature’s speed is reduced to 0 until the start of your next turn.
Greater Sigils
Your runes no longer merely alter the world — they redefine it. The principles of matter, magic, and motion bend as you inscribe sigils of overwhelming power. These Master Sigils are works of pure creation and destruction, capable of reshaping the battlefield or rewriting destiny itself.
At 15th level, you gain access to Master Sigils. Crafting one requires 5 Sigil Points, and you can only maintain one Master Sigil at a time. A Master Sigil lasts for up to 10 minutes and requires concentration, as if concentrating on a spell.
Examples of Master Sigils include:
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Sigil of Transmutation: Transform a nonmagical object you can see within 30 feet (up to a 10-foot cube) into another nonmagical object of similar size and weight. The transformation is permanent unless dispelled by dispel magic or wish.
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Sigil of Empowerment: Inscribe this rune on a creature. For 1 minute, the creature rolls an additional d4 and adds it to all attack rolls, saving throws, and ability checks.
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Sigil of Ruin: Place this sigil on terrain, an object, or a structure. At a trigger you set (such as a word, gesture, or condition), the sigil detonates, dealing 6d6 force damage in a 20-foot radius and collapsing or destabilizing the area.
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Sigil of Severance: Inscribe this rune upon a creature within 30 feet. On a failed Constitution saving throw, the creature is unable to cast spells or use magic items for 1 minute. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.
These sigils represent the pinnacle of your art — not simply changing the rules of the world, but writing new ones entirely.
Glyph Weaver Spells
Glyph Weaver Spells
You always have certain spells prepared after reaching particular levels in this class, as shown in the Glyph Weaver Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Artificer Level | Spells |
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| 3rd | Identify, Absorb Elements |
| 5th | Magic Weapon, Alter Self |
| 9th | Glyph of Warding, Counterspell |
| 13th | Resilient Sphere, Fabricate |
| 17th | Wall of Force, Transmute Rock |
Previous Versions
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