Glyphflinger (5e Subclass)
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Glyphflinger
Warden of Wards
Glyphflingers use Spellblades, a primitive form of casting invented long before wizards or other common arcanists, as their main source of power and weaponry. Spellblades are often depicted as ovular throwing blades inscribed with various runes, glyphs, and wards. This makes the Spellblade act essentially like an arcane battery, storing vast amounts of magic and releasing it when they hit a target in the form of a spell. The lingering magic causes the blade to return the the user, drained and essentially just a glorified dagger until it is recharged.
Creating a Glyphflinger
One of the most important questions you need to ask yourself when making a Glyphflinger is how your character found out how to use Spellblades. Did they come across an ancient tribal text containing knowledge that even the gods neglected? Where they tutored by one of the few remaining Glyphflingers? Were they part of a tribe that still knew of the secret practice? Or perhaps they came across it entirely by accident? How much do they know about the art? Do they want to truly learn, or do they just throw stuff to the wall and see what sticks? It's all up to you.
- Quick Build
You can make a Glyphflinger quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Guild Artisan background. Third, choose
Class Features
As a Glyphflinger you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Glyphflinger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Glyphflinger level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple weapons, Spellblades, Rapiers
Tools: Smith's Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) any simple weapon
- (a) leather armor or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
# of Spellblades | Spellblade Level | Runic Rights | Spells Known | Features |
---|---|---|---|---|---|---|
1st | +2 | 3 | 1 | 0 | 2 | Bladecasting |
2nd | +2 | 3 | 1 | 1 | 2 | Runic Rights |
3rd | +2 | 3 | 2 | 1 | 4 | — |
4th | +2 | 4 | 2 | 2 | 4 | Ability Score Improvement, Ward Tribe |
5th | +3 | 4 | 2 | 2 | 5 | — |
6th | +3 | 4 | 3 | 2 | 6 | Ward Tribe Feature |
7th | +3 | 5 | 4 | 2 | 6 | — |
8th | +3 | 5 | 4 | 3 | 7 | Ability Score Improvement, Shield of Warding |
9th | +4 | 6 | 4 | 4 | 7 | Ward Tribe Feature |
10th | +4 | 6 | 4 | 4 | 7 | — |
11th | +4 | 6 | 5 | 4 | 8 | — |
12th | +4 | 6 | 5 | 4 | 8 | Ability Score Improvement |
13th | +5 | 7 | 5 | 4 | 7 | — |
14th | +5 | 7 | 6 | 4 | 7 | Shield of Draining |
15th | +5 | 7 | 6 | 4 | 8 | — |
16th | +5 | 7 | 6 | 5 | 8 | Ability Score Improvement |
17th | +6 | 7 | 6 | 5 | 8 | Ward Tribe Feature |
18th | +6 | 8 | 6 | 5 | 8 | — |
19th | +6 | 9 | 6 | 5 | 9 | Ability Score Improvement |
20th | +6 | 9 | 6 | 5 | 9 | Ultimate Bladecaster |
Bladecasting
To cast spells, Glyphflingers use magical throwing knives called Spellblades (Martial Ranged; 1d6 + DEX Modifer Slashing damage, Thrown [20/60], Special), starting out with 3 but able to collect and forge more as they level up. These essentially act as physical representations of Spell Slots, releasing a chosen spell when thrown in a burst of arcane energy, consuming the "Spell Slot" within and leaving the blade in need of a recharge.
When a Spellblade is thrown successfully at a target, it casts a spell chosen by the user and is no longer a "Special" weapon. The Spellblade acts as a focus for the spell as well, granted the spell does not require valuable or consumed Material components. Any Verbal or Somatic components are not counted towards casting the spell. After all the Spellblades owned by the user lose their "Special" property, they return to the user's hand and will not be able to cast spells until after a Short/Long rest, after which they regain their "Special" property.
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Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
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Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
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- 2nd Level
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- 3rd Level
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- 4th Level
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- 5th Level
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Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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