Scribe

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The Scribe

A dragonborn pores over ancient texts, searching for something she has seen referenced on the walls of an old and crumbling ruin. A halfling quickly inscribes a glyph in the air in front of him and a wave of frost expands around him, freezing his pursuers in their tracks. A human reads over their forged paperwork one last time; it was a difficult process, but now that they have a seal of approval indistinguishable from the king's, they should be able to get anywhere they want.

These three are scribes, spellcasters who focus on the written word and particular runes and glyphs to bolster their abilities. Their sharp minds and memories let them read nearly anything and remember all they have read, and their mastery of writing and inscribing allows them to create spellbooks, arcane runes, or mundane forged paperwork with ease.

Careful Practitioners

Scribes have the potential to learn an enormous variety of different magics, but they must carefully pick and choose which ones to dedicate their time to mastering. Scribes learn magic through long days of study and practice, sometimes taking months to master particularly challenging spells. However, once they have learned spells to their satisfaction, their mind and hands have enough practice with them that scribes can cast spells as easily as they can walk, without ever having to spend time reviewing the details and preparing specific spells. Scribes have fewer spells available to them at a time than most other casters, but there is no need for them to spend any time preparing before they can cast them.

Symbols and Sigils

Scribes are unique among spellcasters in that they completely ignore the weakest spells, using an entirely different technique to create weak magical effects without expending too much arcane power. They rely on glyphs, special symbols that can release magic in a variety of different ways when formed correctly by a competent mage. Unlike other forms of magic, a caster's intelligence, devotion to an outside force, or strength of personality have very little to do with effectively using glyphs. Instead, glyphs rely on a scribe's ability to write, forming the magical symbols quickly and precisely to maximize their power. More experienced scribes can feed their own arcane energy into their glyphs to further empower them and use their knowledge of glyphcraft to enhance some effects beyond what pure manual dexterity could accomplish, and a scribe's experience in forming glyphs can translate into an improvement in spellcasting ability as well in some cases.

Writers and Researchers

Although scribes often focus on spellcasting and glyphcraft, they almost all share an innate curiosity about a wide variety of topics and an interest in the written word. It is not unusual for a scribe to be constantly writing during their down-time, whether they are compiling a compendium of spell research or studying the history and language of whatever new city they find themselves in, and it is rare that a scribe can pass up a chance to read something they haven't read before. Much of the information a scribe seeks out might be related to their magic, possibly involving research into new glyphs and spells or the more effective use of existing ones. However, they are just as likely to take interest in natural, historical, or linguistic phenomena, or to find more pleasure in forging documents and unveiling sensitive information than in inscribing weapons or casting spells.

Creating a Scribe

When you make your scribe character, think about what may have led you down this path. It is rare that an adventurer decides to focus on mundane tasks like reading and writing to the degree required to be a true scribe; what makes you different? Did you grow up near or in a library or other repository of knowledge, getting your start as a scribe by reading through old but not necessarily important tomes? Maybe you were a wizard's apprentice, who realized one day that your passion lay not in understanding just the nature of magic, but in understanding everything you could? Or perhaps you were a scribe in a more mundane sense, employed by a noble as a record-keeper or by a criminal organization to hide their more illicit dealings.

Quick Build

You can make a scribe quickly by following these suggestions. First, Dexterity and Intelligence should be your highest ability scores, followed by Constitution. Second, choose the sage background. Third, choose the brann and leidha glyphs, along with the 1st-level spells magic missile and comprehend languages.

Multiclassing

Scribes follow all the normal rules for multiclassing.

  • Class Prerequisites: Dexterity 13 and Intelligence 13
  • Class Proficiencies: Calligrapher's tools
Scribe
Level Proficiency Bonus Features Glyphs Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Glyphcraft 2 2 2
2nd +2 Empowered Glyphs, Writing Style 2 3 3
3rd +2 Universal Literacy (2) 2 4 4 2
4th +2 Ability Score Improvement 2 5 4 3
5th +3 Glyphcraft Improvement 3 6 4 3 2
6th +3 Writing Style Feature 3 7 4 3 3
7th +3 Universal Literacy (3) 3 8 4 3 3 1
8th +3 Ability Score Improvement 3 9 4 3 3 2
9th +4 3 10 4 3 3 3 1
10th +4 Writing Style Feature 3 11 4 3 3 3 2
11th +4 Glyphcraft Improvement 4 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 12 4 3 3 3 2 1
13th +5 Universal Literacy (4) 4 13 4 3 3 3 2 1 1
14th +5 Writing Style Feature 4 13 4 3 3 3 2 1 1
15th +5 4 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 14 4 3 3 3 2 1 1 1
17th +6 Glyphcraft Improvement 5 15 4 3 3 3 2 1 1 1 1
18th +6 Writing Style Feature 5 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 15 4 3 3 3 3 2 1 1 1
20th +6 True Mastery 5 15 4 3 3 3 3 2 2 1 1

Class Features

As a scribe, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per scribe level
  • Hit Points at 1st Level: 6 + your constitution modifier
  • Hit Points at Higher Levels: 4 (1d6) + your constitution modifier per scribe level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, quarterstaves, sickles, spears, light crossbows, darts, slings
  • Tools: Calligrapher's tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Perception, Religion, or Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather armor, two daggers, and calligrapher's tools

Spellcasting

Your research and practice have given you facility with certain spells.

Spell Slots

The Scribe table shows how many spell slots you have to cast your scribe spells of 1st level and higher. To cast one of these scribe spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the scribe spell list.

The Spells Known column of the Scribe table shows when you learn more scribe spells of your choice. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the scribe spells you know and replace it with another spell from the scribe spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your scribe spells, since you learn magic through study and practice. You use Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a scribe spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your intelligence modifier

Spell attack modifier = your proficiency bonus +

your intelligence modifier

Spellcasting Focus and Rituals

You can use calligrapher's tools or any writing implement as a spellcasting focus for your scribe spells. You can cast any scribe spell you know as a ritual if it has the ritual tag.

Glyphcraft

At 1st level, you have learned to use magic through the use of arcane glyphs. You have knowledge of two glyphs of your choice. When you gain certain scribe levels, you learn more glyphs, as shown in the Glyphs Known column of the Scribe table. As an action on your turn, you can inscribe a glyph in the air to cause certain effects, listed in the glyph's description. You must be holding calligrapher's tools or a writing implement to do this.

Glyphcraft Ability

Dexterity is your glyphcraft ability, since you use your glyphs by quickly and carefully inscribing precise shapes. You use Dexterity whenever a glyph refers to your glyphcraft ability. In addition, you use your Dexterity modifier when setting the saving throw for a glyph effect and when making an attack roll with one.

Glyph Save DC = 8 + your proficiency bonus +

your dexterity modifier

Glyph attack modifier = your proficiency bonus +

your dexterity modifier

Item Inscription

In addition to forming glyphs in the air to cause certain effects, you can inscribe glyphs onto items. It takes significantly more time and attention to preserve an inscribed glyph for later use; you must spend one minute per inscribed glyph to inscribe an item.

Glyphs drain your magic slightly until they are used, limiting the number of them you can inscribe at once; you can have a number of inscribed glyphs of any type and on any items equal to your Intelligence modifier.

When you inscribe a glyph onto an item, choose a glyph effect as normal. At any point in the future, a creature holding that item can activate the glyph as an action to cause that effect as if they had inscribed it in the air as normal. Glyph effects created in this way use your glyph save DC and glyph attack modifier. Once a glyph is activated, it disappears. Multiple glyphs can be placed on the same item; if an item has more than one glyph, its holder can choose any of the glyphs to activate, and the activation of one glyph does not remove any glyphs other than itself. Only one glyph on an item can be activated with the creature's action.

At Higher Levels

Your skill with glyphcraft increases at 5th, 11th, and 17th levels. At each of these three levels, you also learn one more glyph and certain effects of your glyphs become more powerful.

At 5th level, you learn to improve your glyphs with your knowledge of magic, and to write out your spells as you cast to improve their effectiveness. You can add your Intelligence modifier to the damage dealt by your leveled glyph effects, and you can add your Dexterity modifier to damage dealt by your spells.

At 11th level, you can transition smoothly from writing one glyph into writing another. If you use your action to inscribe a glyph, you can use your bonus action to inscribe a second glyph. This second glyph cannot be empowered with a spell slot.

At 17th level, you can use residual spell energy to empower your glyphs. When you cast a spell of 1st level or higher as an action, you can inscribe an empowered glyph as a bonus action without expending an additional spell slot.

Empowered Glyphs

Starting at 2nd level, you have learned to channel arcane energies into your glyphs to enhance their effects. When you inscribe a glyph in the air or onto an item, you may choose to expend a spell slot of 1st level or higher to empower the glyph, granting it a more powerful effect. These effects are listed in the glyph descriptions.

Writing Style

Also at 2nd level, you choose a style of writing to specialize in. Choose one of the following writing styles: arcane studies, forgery, history, inscription, mythology, or philosophy. Your chosen writing style grants you features at 2nd level and again at 6th, 10th, 14th, and 18th levels.

Universal Literacy

At 3rd level, you begin to study additional languages to help you decipher ever stranger texts. You can read and write - but not speak - any two languages of your choice. You gain literacy in a third language at 7th level and a fourth language at 13th level. You can understand all of these languages, but cannot speak them.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th levels, you can improve one ability score of your choice by 2 or two ability scores of your choice by 1. As normal, you cannot improve any ability score over 20.

True Mastery

At 20th level, your mind and hands are skilled beyond what any normal person could ever hope to accomplish. Your Dexterity and Intelligence scores increase by 4 each, to a maximum of 24.

Writing Styles

Although scribes are skilled in reading, writing, and inscribing all sorts of information, they tend to specialize in one of a few specific areas. Scribes who specialize in different styles gain access to certain spells and abilities that others do not, and apply their skills in a wide variety of ways. Scribes generally prefer to interact with other scribes of the same style in order to exchange useful information, but there is no particular sense of any one style being better than any other - mythologists and historians may have their disagreements, and forgers tend to be mistrusted more than scribes of other styles, but such is to be expected among any two people with beliefs or professions that differ to that degree.

Arcane Studies

Scribes specializing in arcane studies are known as arcanists, and they excel in researching magical theory to improve their spells and uncover ancient secrets.

Magical Formula

At 2nd level, you have begun to research the underlying principles behind spellcasting. As part of a short or long rest, you can write down the formula of a spell you know, provided you have the necessary writing implement and surface to do so. This process imbues the paper, parchment, or other surface with a small amount of magical energy, and you can only have a number of notes prepared equal to your Intelligence modifier (minimum of 1).

When you cast a spell for which you have a formula note, you can expend the small bit of magic in the note to fulfill most of the casting conditions. This destroys the note and allows you to cast the spell with no verbal or somatic components. You expend a spell slot as normal, and any material components or an arcane focus must still be present. Any spell cast this way is silent unless the spell description says it produces a noise.

Student of Magic

At 6th level, your studies have made you adept at retrieving useful information about the arcane. You gain proficiency with the Arcana skill, and your proficiency bonus is doubled for any Intelligence (Arcana) checks you make. Additionally, you may occasionally come across spell formulas in your adventures. If you write these spells in a spellbook or other similar notebook, you can use your Magical Formula feature to create formula notes of these spells and cast them as if you knew them. This consumes a spell slot and the formula note as normal. The spells must be of levels you can cast, but they do not have to be in the scribe spell list.

Original Research

At 10th level, your knowledge of magic has become enough for you to start creating new variations on spells. Choose one of the three modifications listed below. When you cast a spell of 1st level or higher, you can use this feature to cast the spell with the modification you chose. Casting a modified spell is more draining than usual; you can cast a modified spell a number of times equal to your Intelligence modifier, and then must complete a long rest to use this feature again.

Chained Feedback

Your spell feeds into itself, reinforcing its power. When you roll the maximum amount on a damage die, you can reroll the die and add both results to the total. If the new roll is also the maximum number possible, you can reroll the die again and add all three results, and so on. This also applies to dice rolls made to determine the number of hit points or temporary hit points restored or granted by your spell.

Consecutive Targeting

Your spell works through multiple methods, making it much more difficult to avoid. When you cast a spell that requires the target to make a saving throw, the target has disadvantage on the saving throw. If the target would normally have advantage on the saving throw, they do not have disadvantage, but they lose their advantage.

Mana Fission

You can split a spell slot into two parts, empowering yourself with the magical energy not used to cast. When you cast a spell using a spell slot higher than is required to cast it, you gain temporary hit points equal to your Intelligence modifier times the difference in slot level between the slot you expended and the slot the spell would have required. If you cast a leveled spell at higher levels, this only applies to slot levels above the level you are using. For example, you could expend a 5th-level spell slot to cast the 1st-level spell burning hands at 3rd level. You would then gain the same number of temporary hit points as you would if you cast a 3rd-level unleveled spell using a 5th-level spell slot. Temporary hit points granted by this feature last until you finish a long rest.

Formula Inscription

At 14th level, your expertise with spell formulas opens new avenues of magic for you to explore. You may spend 15 minutes to inscribe the formula of a spell you know on an item or surface of your choice, expending a spell slot of the spell's level or higher when you do so. You may also inscribe an activation condition as part of the formula, which must involve some interaction with the item or surface the formula is inscribed on. When the activation condition is fulfilled, the spell will be cast in the way you described. The spells cast in this way use your glyphcraft attack bonus and save DC rather than your spellcasting attack bonus and save DC. Until the inscribed spell activates, you do not regain the spell slot used to inscribe the spell at the end of your long rests.

For example, you could inscribe a door with the 3rd-level spell fireball, set to activate when a creature passes through the door and target that creature. You would expend a 3rd-level spell slot, and until the spell was activated, you would regain only two 3rd-level spell slots when you finished a long rest. When a creature passed through the door, a fireball spell would be cast at them from the door, using your glyphcraft attack bonus; the inscription would then disappear, and you would regain your 3rd-level spell slot as normal at the end of your next long rest.

At any point when you have at least one item inscribed with an unactivated formula, you may expend a spell slot of any level to prematurely remove the inscription. The inscribed spell is not cast, the inscription disappears, and you regain your affected spell slot as normal at the end of your next long rest.

Quick Study

At 18th level, your studies of the arcane have made you adept at quickly absorbing new information and managing your magic more effectively. You can use your Magical Formula feature to create up to three spell formulas per short or long rest, and you can have a number of prepared notes equal to twice your Intelligence modifier (minimum of 2). You can choose three spells you have written down with your Student of Magic feature to learn as normal, and can cast them without a formula note prepared. Each time you finish a long rest, you can forget these three extra spells and learn three different ones. Finally, you can cast modified spells with your Original Research feature a number of times equal to twice your Intelligence modifier before you complete a long rest.

Inscription

Scribes specializing in inscription, often called inscriptors, excel at using glyphcraft to inscribe arcane symbols onto items. They often go into battle with their own inscribed equipment, and are accustomed to heavier and more durable weapons and armor than most other scribes.

Martial Aptitude

As an inscriptor, you tend to rely more on your inscribed items than most scribes, and accordingly have learned to use more weapons and armor. You gain proficiency with all simple weapons, rapiers, scimitars, shortswords, and whips, as well as light armor.

Channeling Glyphs

Inscriptors can inscribe items with glyphs much more permanent than those of other scribes. Starting at 2nd level, when you inscribe an item with an unempowered glyph, you may spend ten minutes rather than one to inscribe a channeling glyph instead of a normal glyph. When the glyph is activated, you can channel a small part of your own magic through it to activate the effect without causing the glyph to disappear. Any creature that can cast spells is able to use your channeling glyphs in this way if they are aware of that functionality.

Imbued Weapons

At 6th level, you learn to imbue inscribed weapons with small bits of magic to make them and your glyphs more powerful. Weapons inscribed by you count as magical for the purpose of overcoming resistance and immunity to nonmagical bludgeoning, piercing, and slashing damage. When you make an attack with a weapon inscribed by you, you can activate a glyph on the weapon as part of the same action.

Passive Glyphcraft

At 10th level, you start to discover new symbols after long hours of experimentation with inscribing your equipment. These glyphs have no exact names and have no function when inscribed in the air, and they cannot be empowered. These still count against the maximum number of glyphs you can have inscribed on items at a time. Choose one of the following new symbols to learn.

Adamant

Weapons inscribed with the Adamant glyph strike a critical hit on an attack roll of 19 or 20, and automatically strike critical hits against objects and structures. Armor or shields inscribed with the Adamant glyph make any critical hit on their wearer or wielder deal damage as if it were a normal successful attack.

Quicksilvered

All items inscribed with the Quicksilvered glyph weigh half as much as normal. Weapons inscribed with the Silversteeled glyph count as silvered, and their wielder can make one weapon attack with them as a bonus action if they do not take the Attack action. Armor inscribed with the Silversteeled glyph does not give its wearer disadvantage on Dexterity (Stealth) checks, and if the armor already did not give disadvantage on that ability check, it grants advantage.

Mirrorcoated

Spell attacks made against objects with the Mirrorcoated glyph have disadvantage, but not if they are being worn or wielded by a creature. If a creature wearing or wielding objects with the Mirrorcoated glyph takes damage from a ranged spell attack or fails a saving throw against a ranged spell that deals damage, it can roll a d10. On a 10, they take damage as normal, but part of the spell is also reflected back at the caster. If the spell required an attack roll, the caster must roll an additional attack against their own AC, and if the spell required a saving throw, the caster must make a saving throw against their own spell save DC. On a hit or if the caster fails the saving throw, the reflected spell deals half its normal damage to the caster and does not inflict any additional effects. On a successful saving throw, the caster takes no damage.

Trigger Inscription

At 14th level, you learn to inscribe additional information along with your glyphs. When you inscribe a weapon, item, or piece of armor with a glyph, you can choose to inscribe an activation condition along with the glyph. The glyph can then no longer be activated as an action. Depending on the activation condition, the wearer or wielder of the item can activate the glyph as a reaction to either taking damage from another creature, dealing damage to a creature with a weapon attack, being missed by an enemy attack, or having a creature move into or out of a 5-foot area around them. A single glyph can only be activated as a reaction to one of these four events, which must be chosen during inscription. The target of the glyph effect can only be the user of the glyph or the creature which triggered the activation condition.

Peerless Enhancement

At 18th level, your skills with inscription have progressed far beyond what other scribes are capable of. Weapons inscribed by you have +1 to their attack and damage rolls, armor and shields inscribed by you have +1 to their AC, and tools and instruments inscribed by you have +3 to their effects. This only applies to rolls made to craft or perform with the tools or instruments; if they can be used as spellcasting foci, weapons, or anything aside from their primary purpose, this bonus does not apply to that use. These bonuses do not stack with already-existing bonuses. If an item inscribed by you already has a bonus to attack, damage, AC, or crafting ability, you choose which bonus to have.

In addition, you learn a second symbol from your Passive Glyphcraft feature, and you can have a number of inscribed glyphs active at once equal to the sum of your Dexterity and Intelligence modifiers.

Scribe Spell List

1st Level
  • Alarm
  • Bane
  • Chaos Bolt (XGE)
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Command
  • Comprehend Languages
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Feather Fall
  • Find Familiar
  • Heroism
  • Identify
  • Illusory Script
  • Mage Armor
  • Magic Missile
  • Shield
  • Silent Image
  • Sleep
  • Snare (XGE)
  • Speak with Animals
  • Tenser's Floating Disk
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Alter Self
  • Arcane Lock
  • Augury
  • Barkskin
  • Beast Sense
  • Blindness/Deafness
  • Blur
  • Darkvision
  • Detect Thoughts
  • Dragon's Breath (XGE)
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Locate Animals or Plants
  • Locate Object
  • Magic Weapon
  • Mind Spike (XGE)
  • Mirror Image
  • Misty Step
  • Nystul's Magic Aura
  • Pass Without Trace
  • See Invisibility
  • Silence
  • Zone of Truth
3rd Level
  • Blink
  • Catnap
  • Clairvoyance
  • Conjure Barrage
  • Counterspell
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Fear
  • Fireball
  • Fly
  • Glyph of Warding
  • Leomund's Tiny Hut
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Nondetection
  • Protection from Energy
  • Sending
  • Speak with Dead
  • Speak with Plants
  • Thunder Step (XGE)
  • Tiny Servant (XGE)
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Charm Monster (XGE)
  • Compulsion
  • Confusion
  • Control Water
  • Dimension Door
  • Divination
  • Dominate Beast
  • Fabricate
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Mordenkainen's Private Sanctum
  • Phantasmal Killer
  • Polymorph
  • Stoneskin
5th Level
  • Awaken
  • Bigby's Hand
  • Cone of Cold
  • Contact Other Plane
  • Creation
  • Dominate Person
  • Dream
  • Far Step
  • Geas
  • Hold Monster
  • Legend Lore
  • Mislead
  • Modify Memory
  • Planar Binding
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
  • Skill Empowerment (XGE)
  • Synaptic Static (XGE)
  • Telekinesis
  • Teleportation Circle
  • Wall of Force
  • Wall of Light (XGE)
6th Level
  • Arcane Gate
  • Blade Barrier
  • Chain Lightning
  • Contingency
  • Disintegrate
  • Find the Path
  • Flesh to Stone
  • Forbiddance
  • Globe of Invulnerability
  • Guards and Wards
  • Mental Prison
  • Move Earth
  • Primordial Ward
  • Programmed Illusion
  • Tenser's Transformation (XGE)
  • True Seeing
7th Level
  • Crown of Stars (XGE)
  • Delayed Blast Fireball
  • Etherealness
  • Fire Storm
  • Forcecage
  • Mirage Arcane
  • Mordenkainen's Magnificent Mansion
  • Mordenkainen's Sword
  • Plane Shift
  • Power Word Pain (XGE)
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • Sequester
  • Simulacrum
  • Symbol
8th Level
  • Antimagic Field
  • Antipathy/Sympathy
  • Clone
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Incendiary Cloud
  • Maze
  • Mighty Fortress
  • Mind Blank
  • Power Word Stun
  • Telepathy
9th Level
  • Astral Projection
  • Foresight
  • Imprisonment
  • Invulnerability (XGE)
  • Prismatic Wall
  • Time Stop
  • True Polymorph
  • Weird
  • Wish

Glyphs

The following are all the glyphs available to scribes with the Glyphcraft feature. Some glyph effects require the use of a spell slot through the Empowered Glyph feature; these effects show (Empowered) next to their names.

Brann

The brann glyph is the symbol of heat and fire, appearing to be written in red flame.

  • Flame Burst. Make a ranged glyph attack against a target you can see within 120 feet of you. A burst of fire shoots from the glyph to the target, dealing 1d10 fire damage on a hit. You gain one more damage die at 5th, 11th, and 17th levels.
  • Heat Shield. The glyph envelopes your body in flames which lash out when you are attacked. Until the start of your next turn, enemies which strike you with melee attacks take 1d4 fire damage.
  • Burning Lash (Empowered). The glyph erupts into a jet of flame which you can wield like a weapon. It has a reach of 10 feet and uses your glyphcraft attack modifier. On a hit, it deals 1d12 fire damage. If this effect is inscribed on a weapon, the weapon bursts into fire and elongates, and you can choose to deal fire damage or the weapon's normal damage type with it. The weapon lasts for 1 minute or until you extinguish it as an action.

Lys

The lys glyph is the symbol of light, appearing to glow with a bright white-gold radiance.

  • Radiant Flare. The glyph disappears in a brilliant burst of light. Creatures within 5 feet of you must make a Constitution saving throw or take 1d6 radiant damage. You gain one more damage die at 5th, 11th, and 17th levels.
  • Second Sun. The glyph turns into a small ball of light that hovers within 30 feet of you, casting bright light for 15 feet around it and dim light for another 15 feet. You must concentrate to maintain the light, and it lasts for 1 minute or until you willingly or accidentally lose concentration. Creatures within the bright light of this effect are considered to be in direct sunlight.
  • Blinding Flash (Empowered). The glyph moves to a location of your choice within 60 feet of you, and disappears in a flash of light too bright to be looked at closely. Creatures within 15 feet of the light must make a Dexterity saving throw to look away in time or be blinded for one round.

Vetur

The vetur glyph is the symbol of ice and cold, appearing crystalline and translucent.

  • Chilling Wind. The glyph dissipates in a blast of freezing wind that blows towards a target. Make a ranged glyph attack against a target you can see within 60 feet of you. On a hit, the target takes 1d6 cold damage and can only move up to half their speed on their next turn. You gain one more damage die at 5th, 11th and 17th levels.
  • Winterborn. The glyph envelopes you, shielding you against even the most bitter chill. Until the start of your next turn, you have resistance to cold damage.
  • Numbing Frost (Empowered). The glyph causes an icy whirlwind to form nearby. Choose an spot you can see within 60 feet of you. The area within 30 feet of that spot becomes difficult terrain for the next turn, and creatures that end their turn in that area take 1d4 cold damage.

Thruma

The thruma glyph is the symbol of storms, appearing to crackle with lightning.

  • Static Burst. The glyph dissipates into lightning that seeks out nearby targets. Choose one creature within 5 feet of you, which must make a Dexterity saving throw or take 1d8 lightning damage. You gain one additional jolt at 5th, 11th, and 17th levels, which can be directed at different targets or the same one. Creatures must make separate saving throws for each jolt.
  • Thunderous Block. The glyph disappears into the air around you, waiting to blow back enemies with concussive force. Until the start of your next turn, the next enemy that misses a melee attack against you takes 1d6 thunder damage and is pushed back 15 feet.
  • Deafening Burst (Empowered). The glyph causes a loud booming noise to sound. All creatures within 30 feet of you must make a Constitution saving throw or be deafened for one round.

Syru

The syru glyph is the symbol of poison and corrosion, appearing to drip with a green fluid.

  • Acidic Strike. Make a melee glyph attack against a target. On a hit, the target takes 1d10 acid damage. You gain one more damage die at 5th, 11th, and 17th levels.
  • Debilitating Venom. The glyph imbues your next attack with a weak poison. The first time you deal damage to a creature on your next turn, the creature has disadvantage on its attack rolls for one round.
  • Corrode Material (Empowered). Make a melee glyph attack against a target. On a hit, you damage the target's weapon, armor, or shield (your choice). Damaging a weapon gives it -1 to attack and damage rolls, and damaging armor or a shield gives it a -1 to AC. A shield is destroyed if its AC falls to 0, medium and heavy armor is destroyed if its base AC falls to 10, light armor is destroyed if its base AC falls to 8, and weapons are destroyed if their attack and damage penalty falls to -5.

Myrkur

The myrkur glyph is the symbol of darkness and death, appearing to dim its surroundings and cause plants to wilt slightly.

  • Rot and Ruin. The glyph becomes a burst of necrotic energy that washes over a target. Choose a creature within 30 feet of you. The creature must make a Wisdom saving throw or take 1d8 necrotic damage. If the creature has any temporary hit points, they instead take 1d10 necrotic damage. You gain one more damage die at 5th, 11th, and 17th levels.
  • Snuff Out. Choose a light source you can see within 150 feet that casts light no further than 30 feet around it. The light source is extinguished. If the light is magical and actively being maintained, the caster can make a Wisdom saving throw to keep the light shining.
  • Sweet Release (Empowered). The glyph moves to a target on the boundary between life and death, and tips them one way or the other. Choose a creature within 30 feet which is at 0 hit points. The creature either dies instantly, or is stabilized and gains 1d8 hit points (your choice).

Helse

The helse glyph is the symbol of restoration and healing, appearing to glow faintly with a warm white light.

  • Soothing Light. The glyph bathes a nearby creature in light, temporarily healing it. Choose a creature within 10 feet of you. The creature gains 1d4 temporary hit points. You gain one more die for this effect at 5th, 11th, and 17th levels.
  • Restoration. The glyph imbues an item with restorative light, repairing tears, breaks, holes, or other damage. If the item is a nonmagical weapon, tool, or piece of armor, it is restored to its full functionality. This effect cannot repair damage larger than 1 foot in any dimension.
  • Healing Glow (Empowered). The glyph imbues a creature with a restorative effect, knitting together damaged flesh. Choose a creature within 60 feet of you. The creature gains 1d8 hit points.

Leidha

The leidha glyph is the symbol of guidance and information, appearing as a mundane symbol that stands out clearly against any background.

  • Mental Assault. A burst of information flows into a target's mind as you attempt to overwhelm them. Make a ranged glyph attack against a creature within 60 feet of you. On a hit, the target takes 1d4 psychic damage and has disadvantage on Intelligence saving throws until the start of its next turn. You gain one more die for this effect at 5th, 11th, and 17th levels.
  • Guided Strike. Information flows into your mind from the glyph, giving you a better understanding of your enemies' movements. The next attack roll you make before the end of your next turn has advantage.
  • Total Comprehension (Empowered). The glyph connects to your mind, sending you stream of information to help you understand the world around you. For the next minute, you can read any language and you have +5 to Perception and Investigation checks you make.

Vordhur

The vordhur glyph is the symbol of wards and protection, appearing to be carved from stone.

  • Bastion. Until your next turn, when you would take damage, roll 1d6 and subtract the amount rolled from the damage you take. You can do this only once per use of this effect. You gain one more damage reduction per use at 5th, 11th, and 17th levels.
  • Prismatic Ward. The glyph spreads out into a faint shimmering barrier around you. Roll 1d6. Depending on the result, you have resistance to fire, cold, lightning, acid, radiant, or necrotic damage until the start of your next turn.
d6 Damage Type
1 Fire
2 Cold
3 Lightning
d6 Damage Type
4 Acid
5 Radiant
6 Necrotic
  • Repelling Shield (Empowered). The glyph coalesces into a shield over one of your arms until the end of your next turn, giving you +2 to AC if you are not already holding a shield. The shield stays in place even if your hand is full with something else, but if you use the item you are holding in your shield hand, you cannot benefit from the shield. While the shield is present, if a creature misses you with a melee attack, it is pushed 15 feet away from you.

Mota

The mota glyph is the symbol of shape and form, appearing to change between a flowing liquid and a solid object.

  • Change State. Make a ranged glyph attack against a creature within 30 feet of you. On a hit, the target takes 1d6 force damage as its body temporarily hardens or softens in random areas, its own movements wounding itself.
  • Liquid Motion. Choose a section of material within 30 feet of you no larger than 1 foot in any dimension. The material can be part of a larger item or structure, but cannot be worn or carried by a creature and cannot be part of an item or structure that is magical in nature. You can only affect one material at a time, and the material you affect must be contiguous. Examples of materials would be silver, iron, stone, oak wood, glass, or similar. The glyph melds into the target section of material, causing it to soften and become malleable. For the next minute, you can change the shape of the material at will. If a section of material has been molded by this effect, it is temporarily fixed in its shape and cannot be altered by this effect again for one hour.
  • Alter Form (Empowered). Choose an item within 30 feet of you. The glyph sinks into the item, changing its form but not its function. This alteration can be cosmetic or somewhat functional - a weapon such as a dagger could be given an exotic-looking curved blade or be transformed into a different bladed weapon such as a longsword - but the item must still be of the same general class of items. Blades must remain blades, armor must remain armor, chairs must remain chairs, and so on. Items of magical nature cannot be altered in this way. The alteration is temporary, lasting for only 10 minutes before the item returns to its original form.
 

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