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 three 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, whenever you complete a long rest you may replace one of the glyphs from your journal with a different one from the list. With enough study you can also create new glyphs, the cost of creating these new glyphs is up to the dm's discretion, glyphs created this way do not count against your maximum number of glyphs.
Glyph of Distortion
When you first activate this glyph and at the start of each of your turns while this glyph is active, your form distorts and wavers, creating a duplicate to confuse your foes. Each time a creature targets you with an attack while you have a duplicate, roll a D20 to determine whether the attack instead targets one of your duplicates. If you have 2 duplicates you must roll an 8 or higher, with one duplicate you must roll an 11 or higher. You can have no more then two duplicates active at any one time
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects.
Glyph of Elements
While this glyph is active, when you cast a spell that deals Poison, Acid, Cold, Fire or Lightning damage you may change the damage type of that spell to any of the other types listed.
Glyph of Focus
While this glyph is active you have advantage on concentration checks.
Glyph of Health
When you first activate this glyph you gain health equal to your Wizard level multiplied by the level of the spell that has been augmented with this glyph.
Glyph of Pain
Whenever you deal damage to a creature you may roll 2d6, both you and the creature take the result as damage, this damage cannot be reduced in any way.
Glyph of Protection
While this glyph is active you gain resistance to one of either Bludgeoning, Slashing or Piercing Damage.
Magical Inscription
When you cast a spell of 1st level or higher you can choose to augment the spell with a glyph as a bonus action, choose a glyph from your list of learned glyphs, until you use this feature again you gain the benefits of that glyph. You can do this a number of times equal to your intelligence modifier and regain all uses upon completing a long rest
Advanced Glyphs
Your practise in the use of glyphs has taught you how to subtly change the nature of the runes, whenever you augment a spell with a glyph you can choose one of it's accents to add to the glyph.
List of Accents:
Glyph of Health:
Rest- When you first activate this glyph, you lose two points of exhaustion for four hours.
Assist- Whenever you would gain health from this glyph, you can instead restore the same amount of health to another creature within 30 feet of you.
Cure- When you first activate this glyph you may cure yourself of one disease or one harmful condition.
Glyph of Distortion:
Wibble Wobble- Whenever this glyph creates a duplicate, it creates an additional one.
Freedom- While this glyph is active opportunity attacks have disadvantage against you.
Noble Sacrifice- Whenever a duplicate created with this glyph is destroyed you gain temporary hit points equal to your intelligence modifier.
Glyph of the Elements:
Burn- While this glyph is active, whenever you deal fire damage to a creature you may deal additional fire damage equal to your wizard level to that creature.
Freeze- While this glyph is active, whenever you deal cold damage to a creature that creature's movement is halved and whenever the creature takes damage that damage is increased by your intelligence modifier until the end of their next turn.
Shock- While this glyph is active, whenever you deal lightning damage to a creature that creature had disadvantage on melee attack rolls until the end of it's next turn.
Melt- While this glyph is active, whenever you deal acid damage to a creature that creature's AC is reduced by 2 until the end of your next turn.
Toxic- While this glyph is active, whenever you deal poison damage to a creature, that creature is poisoned and must make a Con saving throw against your spell save DC, on a fail it takes 1d4 poison damage at the end of its turn, it may repeat this saving throw at the beginning of each of it's turns.
Glyph of Focus:
Revenge- While this glyph is active, whenever you make a concentration check, creatures of your choice within 15 feet of you take psychic damage equal to you intelligence modifier.
Strain- While this glyph is active you can maintain concentration on two different spells at once, while you are doing so you take 2d6 psychic damage at the end of each of your turns.
Mark- While this glyph is active, when you cast a spell that requires concentration you may choose one creature within 60 feet of you, if that creature is hostile it is cursed and must roll 1d4 whenever it makes a saving throw and reduce the total by the amount rolled, if the creature is friendly it is empowered, whenever it deals damage you roll 1d4 and increase the damage by the amount rolled
Glyph of Pain
Agony- While this glyph is active you may double the damage dealt by Glyph of pain.
Siphon- Whenever you deal damage with this glyph you gain temporary hit points equal to half the damage dealt.
Wound- Creatures dealt damage by this glyph must make a constitution saving throw, on a fail the creature is wounded and begins bleeding, taking 1d4 damage at the beginning of each of it's turns and whenever it uses it's action to attack. Bleeding creatures may use their action to rid themselves of this effect.
Glyph of Protection:
Armour- While this glyph is active your AC increases by +2.
Evade- While this glyph is active you gain advantage on Dexterity saving throws.
Resist- While this glyph is active you gain resistance to two additional types of damage of your choice.
Majoris Arcanum
Your studies and research have granted you insight into the deeper mysteries of the magical language, you have learned to shape and change the moulding of spells at your will. You can change one spell in your spellbook to another spell of the same spell level, this takes an amount of time equal to half an hour for each level of the chosen spell. You can do this once and regain all uses of this feature upon completing a long rest.
Inscribed Upon Flesh
Your body and mind has become a reservoir of magical energy and you have learned to channel language of glyphs directly through that power, when you complete a long rest you can inscribe a rune into your skin, you gain the effects of that rune for as long as it is inscribed in this way and that rune gains the effects of all it’s accents.
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