Base Class: Artificer
Glyph Forgers enhance their creations and tinkering power using the supernatural power of glyphs, an ancient art of empowering items by inscribing glyphs into them. You likely learned your methods first or second hand from a mystical artisan or mage. Whether you first found the glyphs carved into a hill or cave, learned of them from a sage, or made a version of them yourself, you studied the craft and learned how to apply magic glyphs to empower your equipment.
Tool Proficiency
3rd-level Glyph Forger feature
You gain proficiency with Woodcarver's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. Additionally, you have proficiency with martial weapons.
Glyph Forger Spells
3rd-level Glyph Forger feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Glyph Forger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Glyph Forger Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Glyphs of Dormancy
3rd-level Glyph Forger feature
You've learned how to engrave magical glyphs into armor and weapons. By taking an hour of time, you can engrave a glyph into a nonmagical piece of equipment. This glyph has a random effect, as determined by the Glyph of Dormancy table. A glyph's effect's are suppressed while within an antimagic field, and can removed by using smith's tools over the course of an hour. You can have up to three functioning glyphs at a time, and they can be on the same or on multiple pieces of equipment. Going past this limit causes a random one of your previous glyphs to cease functioning. You can use an action to touch a glyph and return it's functionality. One item cannot have more than three glyphs on it.
Glyph of Dormancy (weapon)
| d12 roll | Glyph Effect |
|---|---|
|
1 |
Glyph of Precision: The weapon gains a +1 to attack and damage rolls. |
|
2 |
Glyph of Flame: The weapon's damage type is becomes fire. |
|
3 |
Glyph of Ice: The weapon's damage type becomes cold. |
|
4 |
Glyph of Stars: The weapon shines bright light to a range of 5 feet and dim light an additional 5 feet. |
|
5 |
Glyph of Returning: The weapon magically returns to you within an hour if you lose it. |
|
6 |
Glyph of Loyalty: Creatures other than you have disadvantage on attack rolls with the weapon. |
|
7 |
Glyph of Silver: The weapon becomes silvered. If it was already silvered, roll on this table again. |
|
8 |
Glyph of Evanescence: The weapon appears in your hands when you want it to, and disappears when it's not being used. |
|
9 |
Glyph of the Inferno: The weapon deals an additional 1d4 fire damage on hit. |
|
10 |
Glyph of Blizzards: The weapon deals an additional 1d4 cold damage on hit. |
|
11 |
Glyph of the Mind: The weapon's damage type changes to psychic. |
|
12 |
Glyph of the Storm: The weapon's damage type changes to lightning. |
Glyph of Dormancy (armor)
| D12 ROLL | GLYPH EFFECT |
|---|---|
|
1 |
Glyph of Protection: The armor grants a +1 to armor class. |
|
2 |
Glyph of Speed: The armor grant an additional 10 walking speed. |
|
3 |
Glyph of Safekeeping: The armor cannot be removed from you unwillingly. |
|
4 |
Glyph of Stars: The armor shines bright light to a range of 5 feet and dim light an additional 5 feet. |
|
5 |
Glyph of Returning: The armor magically returns to you within an hour if you lose it. |
|
6 |
Glyph of Loyalty: Creatures other than you cannot wear the armor. |
|
7 |
Glyph of Quickness: The armor can be donned or doffed as an action. |
|
8 |
Glyph of Perfection: The armor never rusts or decays. |
|
9 |
Glyph of Coolness: The armor grants resistance to fire damage. |
|
10 |
Glyph of Warming: The armor grants resistance to cold damage. |
|
11 |
Glyph of the Mind Fortress: The armor grants resistance to psychic damage. |
|
12 |
Glyph of the Insulator: The armor grants resistance to lightning damage. |
Glyphs of Awakening
At 5th level, You learn a new set of magical glyphs with a higher potency than your previous ones. You can have up to three of these Awakened Glyphs active at a time, and up to two of them can be on the same piece of equipment. Roll a d6 to determine the effect of the glyph, which takes an hour to engrave.
Glyph of Awakening (weapon)
| D6 ROLL | GLYPH EFFECT |
|---|---|
|
1 |
Glyph of Surefire: The weapon gains a +2 to attack and damage rolls. |
|
2 |
Glyph of Seven Seas: While holding this weapon, you can breathe underwater. |
|
3 |
Glyph of Endurance: While holding this weapon, you become immune to exhaustion. |
|
4 |
Glyph of Shining: The weapon shines bright light to a range of 15 feet and dim light an additional 15 feet. |
|
5 |
Glyph of Scrying: You always know where the weapon is located.. |
|
6 |
Glyph of Deadweight: Creatures other than you cannot pick up the weapon. |
Glyph of Awakening (armor)
| D6 ROLL | GLYPH EFFECT |
|---|---|
|
1 |
Glyph of the Bastion: The armor gains a +2 bonus to AC. |
|
2 |
Glyph of Silence: While wearing the armor, you move silently and have advantage on stealth checks. |
|
3 |
Glyph of Unfaltering: While wearing this armor, you ignore difficult terrain. |
|
4 |
Glyph of Conduction: If you take lightning damage, it is instead transferred to a creature within 10 feet of you. If there are no creatures within range, you take the damage as normal. |
|
5 |
Glyph of Sacrifice: You can instantly destroy the armor to return a creature with 0 hit points to 1 hit point if they are within 5 feet of you. |
|
6 |
Glyph of Undying: When you make death saving throws while wearing this armor, you need 4 failures to die instead of 3. |
Runic Focus
At 9th level, You know how to turn a martial weapon, wand, staff, or rod into a Runic Focus, a powerful conduit for your magic. When you finish a long rest, you can use woodcarver's tools to carve special glyphs into a martial weapon, wand, staff, or rod and thereby turn it into your Runic Focus. The glyphs disappear from the object if you later carve them on a different item. The glyphs otherwise last indefinitely.
You can use your Runic Focus as a spellcasting focus for your artificer spells. You can use your Runic Focus to put on of your magical glyphs in 10 minutes instead of an hour. If you make a weapon a Runic Focus, it doesn't count against the number of glyphs you can have on a single item.
Glyphs of Transcendence
At 15th level, you've learned to make glyphs that can drastically change the equipment they're put on. Roll a d4 to determine the nature of the glyph. You can have only two Glyphs of Transcendence- one for armor and one for a weapon and you can make them once per long rest. These glyphs disappear an hour after they're made.
Glyph of Transcendence (weapon)
| D4 ROLL | GLYPH EFFECT |
|---|---|
|
1 |
Glyph of Death: Killing a hostile creature with this weapon restores an amount of health to the wielder equal to the creature's maximum hit points. If the wielder is brought to their maximum hp, any extra health is instead turned into temporary hit points. |
|
2 |
Glyph of Light: The weapon shines bright light to a range of 100 feet and dim light an additional 100 feet. Once per turn, when a creature is hit by the weapon, the wielder can force the creature to make a Constitution saving throw (DC = 8 + your Intelligence modifier + proficiency bonus) or be blinded until the end of their next turn. After that time, that creature is immune to this glyph's effects for the next minute. |
|
3 |
Glyph of Dark: While holding this weapon, you can use a bonus action to become invisible at will. Blindsight cannot detect you while you are invisible this way, but truesight can. |
|
4 |
Glyph of Life: When the weapon is used to attack a creature, the wielder can choose to roll the weapon's damage and have it heal the targeted creature by that amount instead of damaging them. |
Glyph of Transcendence (armor)
| D4 ROLL | GLYPH EFFECT |
|---|---|
|
1 |
Glyph of Adamantine: The armor grants a +3 to armor class and the wearer gains immunity to critical hits. |
|
2 |
Glyph of Speed: The armor grant an additional 90 walking, swimming, and climbing speed. |
|
3 |
Glyph of the Massive: As an action, the armor's wearer can double their size as if by the enlarge effect of the enlarge/reduce spell or return to their normal size as a free action. |
|
4 |
Glyph of Destruction: As an action, the wearer of the armor can cause the glyph to explode in a violent detonation- destroying the armor and causing every creature in a 40 foot sphere centered on the armor to make a DC 18 Dexterity saving throw. A target takes 26d6 force damage on a failed save, or half as much damage on a successful one. The explosion spreads around corners and the armor's wearer immediately fails the saving throw, not benefiting from the effects of evasion or similar abilities. If the armor's wearer would be reduced to 0 hit points by this damage, they instead drop to 1 hit point. |
-
View User Profile
-
Send Message
Posted Jul 25, 2022This is cool as hfil