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### Glyph Knight Glyph Knights weave intricate sigils of power into their Aegis, shaping it with runes that grant greater versatility and strength. Where other spellblades rely on raw arcane force, a Glyph Knight inscribes patterns of warding, binding, and empowerment, turning their defenses into living glyphs that adapt to the flow of battle. Each mark enhances their protection or channels new effects, making their Aegis not just a shield, but a flexible arsenal of magical precision. #### Glyph Knight Spells | Spellblade Level | Spells Learned | |:----------------:|:--------------:| | 3rd | *glyph of fire^K^* | 5th | *glyph of Translocation^K^* | 9th | *glyph of nullification^K^* | 13th | *glyph of gravity^K^* | 17th | *wall of force* #### Runic Proficiency Your mastery of runes and glyphs allows you a better understanding of making and reading runes and glyphs. **Tools of the Trade.** You gain proficiency in one of your choice of Mason's Tools, Painter's Supplies, Calligrapher's Supplies, or Woodcarver's Tools. **Runic Library.** Additionally, your mastery of runes and glyphs gives advantage on any Intelligence (Arcana) check to identify, read, or understand the effects of any magical runes or glyphs. #### Mutable Aegis Starting at 3rd level when you select this archetype, you enhance and expand the power of your Aegis with specialized glyphs. The maximum number of spell slots you can invest in your Aegis increases to half your Spellblade level (rounded up), and as an action you can do any of the following: - **Reclaim.** You can end an Aegis effect, immediately regaining the spell slot reserved by it. You cannot use this on temporary Aegis effects generated by Power Surge. - **Activate.** You can allocate an unused spell slot, investing into an Aegis effect you gain as normal. - **Redistribute.** You can shift any reserved spell slots to different Aegis effects, as long as the total value of reserved spell slots remains the same with the new selection (for example, you can shift two 1st level Aegis effects into having one 2nd-level Aegis effect). - **Detonate.** You end one or more Aegis effects, dealing a number of d8 force damage equal to the combined level of the Aegis effects ended to creatures within 10 feet of you. #### Power Surge At 3rd level, you gain a new option for your Arcane Surge feature: * You expend a use of Arcane Surge (no action required) to empower your Aegis, gaining the effect of dormant unselected 1st-level Aegis effect for 1 minute. #### Runic Optimization At 7th level, your Power Surge can activate two 1st level effects or one 2nd-level effect, and can use the Redistribute function of Mutable Aegis. > ##### Crossover Feature > For games that use KibblesTasty's Inventor and/or Crafting System, a Glyph Knight gains the following additional feature: > ___ > #### Runic Aegis > Additionally at 7th level, you gain the Runic Marks of an Inventor Runesmith (Rune of Power, Rune of Fire, Rune of Lightning, and Rune of Warding) added to your 2nd-level Aegis effects. You can gain the Weapon or Armor effect of the Rune. > > If using a Weapon effect, you can gain the active effect by using Spellstrike in a special way, gaining the effect of the Rune instead of infusing a spell. If using an Armor effect, you can gain the active effect as a bonus action. > > You likewise can place a magical Rune from the Runecarving Crafting branch onto gear as part of your Aegis, with Common runes being added to your 1st-level Aegis selections, and Uncommon runes being added to your 2nd-level Aegis selections. #### Overcharged At 15th level, if you use Power Charge to gain an Aegis Effect that has a numerical benefit (such as increasing your armor class), that benefit is doubled. #### Maximum Power Starting at 20th level, you can gain the effects of all 5th-level Slot Aegis effects for 1 minute (no action required). If you already have one or more of them selected, you can instead gain the effect of a 4th-level Slot Aegis Effect of your choice in place of that option. Once you do this, you cannot do so again until you complete a long rest.
\pagebreakNum ### Appendix A: List of Glyphs #### Glyph of Fire *1st-level evocation (glyph)* ___ - **Casting Time:** 1 bonus action - **Range:** 5 feet - **Components:** S - **Duration:** 1 minute ___ You draw an ethereal mark in the air at a point within range. Any creature that starts their turn within 5 feet of this glyph takes 1 fire damage. As an action, you can force all creatures within 15 feet of this glyph to make a Dexterity saving throw, taking 3d6 fire damage on failure, or half as much on success. After using this action, the spell ends. You can end the spell early by deactivating it with a bonus action. #### Glyph of Frost *1st-level evocation (glyph)* ___ - **Casting Time:** 1 bonus action - **Range:** 5 feet - **Components:** S - **Duration:** 1 minute ___ You draw an ethereal mark in the air at a point within range. The area within 5 feet of this glyph becomes difficult terrain. As an action, you can force all creatures within 15 feet of this glyph to pass a Constitution saving throw, or take 1d8 cold damage and become restrained, or half as much damage on success. After using this action, the spell ends. You can end the spell early by deactivating it with a bonus action. #### Glyph of Gravity *4th-level transmutation (glyph)* ___ - **Casting Time:** 1 bonus action - **Range:** 5 feet. - **Components:** S - **Duration:** 1 minute ___ You draw an ethereal mark in the air at a point within range. Within 30 feet of this Glyph, moving away from it requires twice as much movement, and any creature that ends its turn within 30 feet of it is pulled 10 feet closer to it if there is space available. As an action, you can force all creatures within 30 feet of this glyph to make a Strength saving throw or be flung 40 feet away from this glyph, taking 4d6 bludgeoning damage and falling prone. After using this action, the spell ends. You can end the spell early by deactivating it with a bonus action. #### Glyph of Nullification *3rd-level abjuration (glyph)* ___ - **Casting Time:** 1 bonus action - **Range:** 5 feet - **Components:** S - **Duration:** 1 minute ___ You draw an ethereal mark in the air at a point within range. Creatures within 5 feet of this glyph have resistance to force damage. As an action for the duration of the spell, you can cause the glyph to form a globe of invulnerability centered on the glyph, which lasts until the start of your next turn, at which point the spell ends. You can end the spell early by deactivating it with a bonus action. #### Glyph of Translocation *2nd-level conjuration (glyph)* ___ - **Casting Time:** 1 bonus action - **Range:** 5 feet - **Components:** S - **Duration:** 1 minute ___ You draw an ethereal mark in the air at a point within range. As an action for the duration of the spell, you instantly teleport a willing creature of your choice within 120 feet of you to the closest free space next to this glyph (your choice if multiple free spaces are available). If you expend a higher-level spell slot, the number of creatures you can teleport increases by 1 for each level above 2nd, at which point the spell ends. You can end the spell early by deactivating it with a bonus action. ***At Higher Levels.*** If you expend a higher level spell slot, the number of creatures you can teleport increases \pagebreakNum ### Appedix B: List of Runes ##### Rune of Power An imposing rune that speaks to raw power. It has the following effects: | Target | Effect | |:------:|--------| | **Weapon** | The base damage of the weapon becomes 1d6 (if it was lower), and the weapon adds +1 to damage rolls. | | **Armor** | The base AC of the armor becomes 12 (if it was lower), and the armor’s AC bonus is increased by +1. | | **Active (Empower)** | The next attack of the affected creature before the start of your next turn deals an extra 1d8 + your Intelligence modifier force damage. | ##### Rune of Fire A swirling rune that represents fire and burning. It has the following effects: | Target | Effect | |:------:|--------| | **Weapon** | The first time the weapon deals damage on a turn, it deals an extra 1d4 fire damage. | | **Armor** | When the affected creature is hit by a melee weapon attack, they can use their reaction to deal 1d4 fire damage to the attacker. | | **Active (Explode)** | Creatures within a 5-foot radius of the affected creature must pass a Dexterity saving throw, or take 1d8 fire damage. | ##### Rune of Lightning A jagged rune that manipulates energy and controls lightning. It has the following effects: | Target | Effect | |:------:|--------| | **Weapon** | The first time the weapon deals damage on a turn, it deals an extra 1d4 lightning damage. | | **Armor** | The affected creature’s speed increases by 5 feet. | | **Active (Hasten)** | During the affected creature’s turn, it gains an additional action that can be used to attack (one weapon attack with a light weapon or unarmed strike only), Dash, Disengage, Hide, or Use an Object. The creature can’t gain multiple actions from this. Actions not used by the end of the creature’s turn are lost. | \columnbreak ##### Rune of Warding A stalwart rune that wards off harm. It has the following effects: | Target | Effect | |:------:|--------| | **Weapon** | If the affected creature deals damage with this weapon on their turn, they gain 1d4 temporary hit points. | | **Armor** | Damage taken by the affected creature is reduced by 1. | | **Active (Protect)** | The next time the affected creature takes damage before the start of your next turn, the damage is reduced by 1d4 + your Intelligence modifier. |