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School of Glyphs

Back in ancient times the dwarves used tattoo like glyphs imbued with magic to aid them in everyday life and also in battle but most of these have long been forgotten hidden away in caves and dungeons inscibed on the walls. Activating glyphs makes them light up with mystical powers.

Creating a School of glyphs wizard in D&D 5e

This subclass uses alot of ability scores Intelligence, Constitution and Strength or Dexterity make your Intelligence one of the highest followed by constitution and dexterity/strength and you may choose the Glyph of elemental power and Glyph of accuracy

Features

Glyph Savant:

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Glyph into your spellbook is halved. You can also understand the glyph scripts

Glyphs

Starting at 2nd level when you choose this school you learn 2 of the following glyphs shown below and have them copied into your spellbook. A person can have a total of 10 glyphs on their body.

Tattooing someone is a ritual and takes 1 hour and the ritual uses all materials used for the ritual

Glyphs can be used times equal to the user's Constitution modifier (max 5) if you try to use it again after the last slot is used you take 1d10 psychic damage. You regain used glyph slots when you finish a long rest

Faster Regenerating Glyphs

At 6th level you have gotten used to the powers of the glyphs and can now regain usages of glyphs by spending hit dice during short rests you do not regain hitpoints from these hit dice

Spell binding glyph

At 10th level you learn to imbue the power of any of your normal wizard spells into a special glyph that lasts until you use it.

Powerful Glyphs

At 14th level the wizard's own glyphs are now more powerful shown below

Glyphs

A player can find more glyphs during the game in caves and dungeons or from other wizards Talk with your DM/GM for ideas how the glyphs will look

List of Glyphs

Glyph of elemental power

Each element of this glyph is unique meaning there is a separate glyph for cold or fire damage

When you activate this glyph you may add 1d8 damage (chosen type) to your next weapon damage roll (2d8 at 14th level) Materials: Fire (5 lanterns). Cold (5 ice troll fangs) Acid (5 vials of acid) Thunder(5 thunderbugs) Lightning(5 branches that have been struck by lightning)

Glyph of the drunk

When consuming alcohol you regain 1d4+1 hp (2d4+2 at 14th level) Materials (5 tankards of alcoholic drinks) you will still get drunk.(1 full tankard/1 shot)

Glyph of agression

when the player tries to provoke the target. the target must make a wisdom saving throw dc 10+con modifier or be charmed into attacking the provoker Materials (5 vials of boiling blood) (double the con mod for the dc at 14th level)

Glyph of Empowerment

when you activate this glyph you double your modifier for the damage of your next attack Materials (5 furs of beasts) (add half your modifier rounded down after doubling at 14th level)

Glyph of Accuracy

when you activate this glyph you double your modifier for your next attack roll (add half your modifier rounded down after doubling at 14th level) Materials (5 Feline paws)

Glyph of fear

You gain advantage on your next intimidation check (+half proficiency mod at 14th level) Materials (hearts of 5 hen's)

Glyph of detection

When you use this glyph you can sense any creature within a 50 ft radius Materials (5 compasses) (100ft at 14th level)

Glyph of arcane Recovery

When a Arcane caster uses this glyph they recover one 1-3rd level spellslot (2 spells at 14th level) Materials (5 +1 Wands)

Glyph of Nature Recovery

When a Nature caster uses this glyph they recover one 1-3rd level spellslot (unusable by wizard) Materials (5 +1 Quarterstaves)

Glyph of Divine Recovery

When a Divine caster uses this glyph they recover one 1-3rd level spellslot (unusable by wizard) Materials (5 Flasks of holy water)

Glyph of air

The users lungs filles with air for 10 minutes (20 mins at 14th level)Materials (5 air elemental cores)

Glyph of lies

User gains Advantage on Deception and Persuasion checks (+half proficiency mod at 14th level) Materials (5 hoods owned by thieves)

Glyph of elemental armor

Each element of this glyph is unique meaning there is a separate glyph for cold or fire damage

When you activate the glyph you gain +2 ac and whenever you are stuck the target takes 1d6 of the chosen damage type you are also resist the damage type. expires after you take damage 1 time. (2d6 damage, +4 ac & expires after 2 times at 14th level) Materials: Fire (5 lanterns). Cold (5 ice troll fangs) Acid (5 vials of acid) Thunder(5 thunderbugs) Lightning(5 branches that have been struck by lightning)

 

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