Glitch (5e Class)
Glitch[edit]
A towering ogre swings its club at a lone figure standing on a rocky cliff. Just as the weapon is about to land, the ogre suddenly stumbles, its own movement freezing mid-swing. The world around it warps—sky and earth blur—before the ogre’s body contorts as if reloading from an old, broken file. When it retains control, it crashes to the ground, a confused, enraged expression on its face as the figure blurs and vanishes in a burst of speed, acknowledging the creature's struggle only with a slight smile. A massive gate blocks the entrance to an ancient temple, its lock enchanted to withstand even the strongest of blows. A woman approaches, her fingers moving rapidly through the air in complex patterns. The symbols she conjures flicker and glitch like an old video game. The lock begins to shudder and vibrate, its intricate mechanisms unravelling into a sea of chaotic, shifting parts. Moments later, the gate swings open with ease as the woman steps through, smiling knowingly at the broken lock. A group of adventurers is trapped in a dark, winding labyrinth. The walls close in, the corridors twisting unnaturally. One of the adventurers, eyes flickering with a strange energy, holds out their hand. With a snap of their fingers, the labyrinth glitches, the walls flickering and shifting out of alignment as the entire maze reassembles. Within seconds, the party is back at the entrance, the trap disabled without a single blow as the adventurer laughs. These individuals are Glitches—people who have tapped into a hidden layer of reality that few can comprehend. They see the world as a digital construct, a chaotic and unpredictable system of data. Whether through training or raw instinct, they learn to manipulate this "code" of the world, altering time, space, and perception. With a flick of their fingers, they can distort their surroundings, rewrite the rules of their environment, and shatter the boundaries of reality itself, all while remaining elusive. Their powers often manifest as chaotic bursts of energy, manifesting in sudden shifts, glitches, and distortions that leave their enemies bewildered and broken.
Masters of Distortion[edit]
The Glitch is a chaotic and unpredictable class that sees the world as a digital matrix of strings and code. Masters of distortion, they can manipulate space, time, and perception, twisting reality to their will. Glitches can bend the laws of nature, causing spells to falter, shifting the environment, disorienting their enemies. In addition to their dangerous spellcasting, Glitches are chaotic individuals who thrive in trickery and cunning. Often revelling in the chaos they create; they are unpredictable forces who thrive on disrupting the fabric of reality itself. Unlike traditional spellcasters, a Glitch does not control magic or reality, they distort it, altering how it functions on a sub-atomic scale. Furthermore, like a monk uses martial arts to complement their ki, Glitches use unparalleled speed in conjunction with their innate abilities to deadly effect. Unbound by the conventional rules of magic, the Glitch is as dangerous as they are elusive.
Creating a Glitch[edit]
When creating a Glitch, try to imagine how and why you have your unique abilities. Were you born with them? Did an experiment with the Weave, the flow of magic, go wrong, allowing you to see and distort it? Did some alternate entity give you these powers? If so, is it a blessing or a curse? However, more importantly, you must consider how you will use these powers. Will you embrace their chaotic nature? Or will you attempt to control it? Now you have considered that, what kind of Glitch are you?
- Quick Build
You can make a Glitch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Criminal background. Third, choose 2 Dagger, a shortbow and 20 arrows, an explorers pack and 20 caltrops
Class Features
As a Glitch you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Glitch level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Glitch level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, One Martial Weapon of your choice
Tools: Thieves Tools
Saving Throws: Wisdom, Dexterity
Skills: Choose three of the following: Survival, Insight, Perception, Stealth, Acrobatics, Arcana, Deception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 Daggers or (b) A simple weapon of your choice
- (a) A shortbow and 20 arrows or (b) A simple weapon of your choice or (c) 10 darts and 3 vials of poison (Basic)
- (a) Burglars Pack or (b) Explorers Pack
- (a) 5 hunting traps or (b) 10 oil or (c) 20 caltrops
- If you are using starting wealth, you have If you are using starting wealth, you have 5d4*10 in funds. in funds.
Level | Proficiency Bonus |
Talents Known | Powers Known | Base Focus | Features |
---|---|---|---|---|---|
1st | +2 | 4 | 2 | 1 | Distortion, Glitch Talents, Tier I Glitch Powers |
2nd | +2 | 4 | 2 | 2 | High Speed, Cunning Tactics, Accelerating Strike |
3rd | +2 | 4 | 4 | 3 | Glitch Specialty |
4th | +2 | 4 | 4 | 4 | Ability Score Improvement, Distortion Defence |
5th | +3 | 6 | 6 | 5 | Distortion Blitz, Rampant Distortion |
6th | +3 | 6 | 6 | 6 | Glitch Specialty Feature |
7th | +3 | 6 | 8 | 7 | Evasion, Tier II Glitch Powers |
8th | +3 | 6 | 8 | 8 | Ability Score Improvement |
9th | +4 | 6 | 10 | 9 | Code Analysis |
10th | +4 | 6 | 10 | 10 | Glitch Specialty Feature |
11th | +4 | 6 | 12 | 11 | Focus Surge |
12th | +4 | 6 | 12 | 12 | Ability Score Improvement |
13th | +5 | 6 | 14 | 13 | Tier III Glitch Powers |
14th | +5 | 8 | 14 | 14 | Glitch Specialty Feature |
15th | +5 | 8 | 16 | 15 | Distortion World |
16th | +5 | 8 | 16 | 16 | Ability Score Improvement |
17th | +6 | 8 | 18 | 17 | - |
18th | +6 | 8 | 18 | 18 | Glitch Specialty Feature |
19th | +6 | 8 | 20 | 19 | Ability Score Improvement |
20th | +6 | 8 | 20 | 20 | Reality Rewrite |
Distortion[edit]
Due to possessing the innate ability to distort reality, you can master and use glitch talents and abilities, the rules of which appear at the end of this document. This is a special form of magic, distinct from spellcasting, where the user observes the underlying “Code” of the world, and subtly or strikingly altering it to distort how your target works.
- Glitch Talents
A Glitch talent is a minor distortion of reality that you are capable of using without expending Focus points. At 1st level you know four talents of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Glitch table shows the total number of talents you know at each level; when that number goes up for you, choose two new talents. These are the equivalent of cantrips.
- Glitch Powers
A Glitch power is a powerful effect manifested through a more evident distortion of reality by a more fully realized Glitch. A Glitch only knows a few powers at any given time. Glitch powers are categorized into three "tiers" which reflect how difficult the effect is to manifest. At 1st level, you may only know Tier I powers but gain access to Tier II powers at 7th level and Tier III powers at 14th level. At 1st level, you know one power of your choice. The Powers Known column of the Glitch table shows the total number of powers you know at each level; when that number goes up for you, choose a new power. In addition, whenever you gain a level in this class, you may replace one power you know with a different one of your choice.
- Focus Points
Altering the fabric of reality, even for one as specialised as a Glitch, is taxing no matter the severity. As such, you can only do it a set number of times before your mind itself begins to distort. This capacity is represented by your distortion points. Each Glitch power requires a certain amount of Focus points to use, while Glitch talents require no points. The number of Focus points you have is equal to your Base Focus value from the Glitch table. You regain all expended Focus points after a short or long rest. You cannot have fewer than 0 Focus points. If you attempt to do so, the action will not work, and you will gain one effect from the Short-Term Madness table.
- Distortion Ability
While your abilities are not conventional spells, they are classified as such for the purposes of game rules. Wisdom is your spellcasting ability for your Glitch powers, as they function on your unique perception of the world around you. You use your Wisdom modifier when setting a saving throw DC for a glitch power or when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier
High Speed[edit]
Starting at 2nd Level, you have trained to increase your speed to inhuman levels to aid in infiltration and confrontation. while wearing no armour or light armour, your speed increases by 10 feet. This bonus increases to 15 feet when you reach 6th level, then to 20 feet at 10th level, 25 feet at 14th level, and finally 30 feet at 18th level. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. You may apply this bonus to any other movement speeds you possess, such as climbing or flying.
Cunning Tactics[edit]
Additionally at 2nd level, you can perform either the dash or disengage action as a bonus action. In addition, you add your wisdom modifier to your initiative roll.
Accelerating Strike[edit]
Finally, at 2nd level, you are able to use your speed to push through in ways that cripple anyone you touch. Once per round, when you hit a creature with a melee attack, ranged attack, or spell attack, you may spend 1 focus point to add 2d8 to the damage roll. At 6th level, the extra damage increases to 3d8, followed by 4d8 at 13th level, and 5d8 at 15th level. The damage is the same as the attack that this feature was used with.
Glitch Specialty[edit]
At 3rd level, you chose a Glitch Specialty. Choose between Codebreaker, Glitchblade and Mechanist, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th levels.
Ability Score Improvement[edit]
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.
Distortion Defence[edit]
At 4th level, you are able to use a combination of your innate abilities and your speed to guard yourself, by making the area around you automatically flicker when you are attacked, making you able to evade easier. When unarmoured, you gain AC of 10 + Wisdom modifier + Dexterity modifier. At 8 level your AC become 12 + Wisdom modifier + Dexterity modifier. At 12 level your AC become 14 + Wisdom modifier + Dexterity modifier. At 16 level your AC become 16 + Wisdom modifier + Dexterity modifier.
Distortion Blitz[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Rampant Distortion[edit]
Also at 5th level, you can add your wisdom modifier to your maximum focus points and the damage rolls of any glitch talents/abilities
Evasion[edit]
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Code Analysis[edit]
At 10th level, you learn to use an offshoot of your ability to read reality as lines of code to analyse the fundamental “programming” structure of an ability and replicate it. when a creature you can see within 100 feet of you uses a spell, magic effect, or anything similar, you may analyse it as a reaction. You learn the ability's school, cost, range, and effects. You may spend 3 focus points to copy the spell, using your natural ability in place of requirements. At the end of each long rest, you may prepare a number of copied spells equal to your wisdom modifier (minimum 1), allowing you to cast it until the end of your next long rest. Alternatively, when you analyse the spell of a creature within your reach, you may interrupt them for 2 focus points, making an unarmed or weapon attack against them. On a hit, the spell fails.
Focus Surge[edit]
Starting at 11th level, you gain the ability to push your power beyond its normal limits. As an action, you may restore half of your maximum focus (rounded down). You can use this feature once per short/long rest.
Distortion World[edit]
You gain the ability to enter a pocket dimension known as the distortion world, a plane similar in appearance and manner to Limbo, created of pure distorted energy. Further descriptions are at the end of this page. You gain the following Glitch Ability (It does not count towards your total known)
- Distortion World
Focus: 2
Range: Self
As an action, you slowly transfer yourself into your pocket dimension. If you have not moved and maintained concentration at the beginning of your next turn, you enter your pocket dimension. Additionally, you may spend 4 additional focus points when you use this spell to force one creature within your reach to make a Dexterity saving throw. On a failure, they transfer into your pocket dimension when you do unless they are no longer within your reach. You may spend 1 additional focus point when you cast this spell to not be transferred into your dimension with them, and 1 additional focus points after to have this spell's effects occur instantaneously rather than at the beginning of your next turn. Additionally, as a bonus action, you can summon anything from the dimension to an empty space up to 15 ft. from you. Any creatures within 5 feet of the object may attempt a Dexterity saving throw, exiting the dimension along with it on a success. If you are summoning yourself while you are within the Distortion World, you may spend 5 focus points to travel to an unoccupied space up to 10 miles from where you entered it in a direction of your choice. In addition, you may learn these following, which do count towards your total known:
- Distortion World Phasing
Cost: 2 Focus Points
Range: Self
As a bonus action or reaction to being targeted by an effect, including attacks, you make your body and all items you are carrying intangible. You must spend 3 Focus Points at the beginning of each of your turns to continue this effect. During this time, you cannot be targeted by any effect, you can pass through objects and must spend 5 Focus Points to take an action, 2 Focus Points to take a bonus action, and you cannot take reactions. Your body appears in Distortion World, and your body becomes tangible only for the instance you're taking those actions. Creatures within Distortion World can affect you normally.
- Distortion World Tear
Cost: 10 Focus Points
Range: Depends
When you use a spell or attack that targets a single creature and deals damage, you imbue the spell with the power of the Distortion World. When they take damage, except from a successful save or missed hit, they must attempt two additional Dexterity saving throws. If they fail both, their heart or other incredibly vital organ is transported to the Distortion World, killing them instantly. If they fail one, their maximum hit points are halved
Reality Rewrite[edit]
You have completely perfected your ability to precisely distort reality. At 20th level, you may cast wish without components. You may do this once per week. In addition, any abilities that cost focus points now cost 2 less than before. This can remove cost if it is already 2 or less. Additionally, by bending reality more subtly, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.
Glitch Specialties[edit]
Codebreaker[edit]
Codebreakers are destructive Glitches who specialize in hacking and corrupting the abilities of others. They thrive on causing malfunction and disruption, both in magic and in technology, to turn the tide of battle in their favour. Whether it’s breaking down enemy defences or corrupting powerful spells, the Codebreaker is the force that destabilizes the very fabric of magic and technology alike.
- Disruptive Force
At level 3, You gain the ability to cause glitches in the attacks or abilities of others. As a reaction, when a creature within 30 feet of you casts a spell or uses a magical ability, you can spend 2 Focus Points to cause their effect to fail, forcing the creature to reroll the attack or saving throw. You can use this feature a number of times per long rest equal to your Wisdom modifier.
- Code Corruption
At level 6, You can corrupt an enemy's ability or spell. When you hit a creature with a melee or ranged attack, you can choose to spend 3 Focus Points to disrupt their magical defences or special abilities. The creature suffers disadvantage on saving throws against magic for the next minute or until they take a long rest.
- Glitched Mechanics
At level 10, Your understanding of reality allows you to rewrite the codes of magical constructs. You may spend 4 Focus Points to cause a magical object, trap, or construct within 60 feet to malfunction for 1 minute. This can disable traps, mechanical devices, or prevent summoned creatures from acting on their turn.
- System Error
At level 14, As an action, you may spend 2 Focus Points to permanently disrupt the abilities of a creature within 60 feet, causing them to be unable to cast spells, use abilities, or take reactions for the next hour. This disruption can only affect a creature once per long rest.
- Reality Crash
At level 18, You learn to create a massive feedback loop of corrupted code. As an action, you can cause a catastrophic error in reality, forcing every creature in a 30-foot radius around you to make a Wisdom saving throw (DC 8 + Proficiency + Wisdom modifier) or become paralyzed and unable to cast spells for 1 minute. You can use this feature once per long rest.
GlitchBlade[edit]
Glitchblades are the speed-focused subclass, using their ability to distort space and time to become devastating combatants. Combining their speed and mastery of reality manipulation, they use glitches to break the laws of movement and strike with devastating precision, moving too fast for their enemies to even comprehend.
- Improved Distortion Blitz
At level 3, Your training to enhance your already impressive speed grants you the ability to attack even faster. You may take the attack option three times in one turn
- Code Slash
At level 6, You can spend 2 Focus Points to enhance your melee attacks with distortion, causing your weapon strikes to glitch through armor and defenses. On a successful hit, you add 1d6 force damage to the attack. This extra damage increases to 2d6 at level 12, and 3d6 at level 18.
- Temporal Evasion
At level 10, You can twist time to avoid damage. As a reaction when a creature within 30 feet of you makes an attack against you, you may spend 3 Focus Points to cause the attack to miss, as you momentarily phase through space and time. You can use this feature a number of times per long rest equal to your Wisdom modifier.
- Temporal Strike
At level 14, Your understanding of time allows you to strike with the precision of an instant. Once per turn, you can spend 3 Focus Points to make a melee attack that can be executed with no reaction or opportunity attack from the target. Additionally, your attack deals an extra 2d8 damage if it hits.
- Code Rewind
At level 18, You can twist time itself to recover from a devastating blow. When you drop to 0 hit points, you can spend 5 Focus Points as a reaction to immediately reverse time to the moment before you were struck, restoring half of your hit points. This feature can be used once per long rest.
Code Mechanist[edit]
Machinists are a unique subclass that uses their connection to the “code” of reality to manipulate the code of robots, in order to control and create intricate mechanical devices, almost like an artificer. They harness the principles of distortion to shape and control machinery and constructs, blending the power of technology and their unique brand of magic, as well as using more precise versions of their distortion ability.
- Code Constructs
At level 3, You can create temporary constructs of your own design using your connection to the code. As an action, you may spend 1 Focus Points to create a mechanical construct that can perform basic tasks or fight for you. You gain proficiency in tinker's tools and either smith's tools or carpenter's tools. The construct has the statistics of a creature of CR 1/2 or below. It has the following modifications: It is a construct. It cannot be charmed, frightened, or poisoned. It has immunity to poison and psychic damage. It has the same proficiency bonus as you. It adds its proficiency bonus to its AC, damage rolls, and Strength, Dexterity, and Constitution saving throws. As a reaction, when you are hit by an attack or the target of a saving throw that does not target both you and your construct, it can move up to 30 feet throwing itself in front of the attack. It is the target of the attack instead. It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest. When you gain a level, it gains an additional hit die and hit points as appropriate. It is incapacitated and prone while you aren't controlling it. It can cast glitch talents or powers using your focus pool. At 5th level, your CR limit increases to 1. It increases again at 10th level, to 3. In addition, you gain a number of additional Glitch Powers, detailed at the end.
- GlitchForge
At level 6, Your expertise with manipulating the underlying code allows you to mimic magical items. You can spend 2 Focus Points to create a sort of magical item that mimics the effects of a preexisting one, such as a Wand of Fireballs or a Cloak of Invisibility. You can only have one Glitchforge item active at a time. You also learn to create traps, magical or normal, and can make one of your choosing using 2 focus points.
- Advanced Code Replication
At level 10, You advance your capacity to copy the abilities of others via underlying code. You can copy an ability with only one focus point, and you can additionally spend another focus point to nullify the ability, absorbing it. When you do this, you gain a number of focus points equal to half the level of the spell, rounded down. In addition, the number of copied spells you may have is doubled.
- Automated System
At level 14, Your mastery of creating mechanical devices allows you to control multiple constructs at once. When you activate your Code Constructs ability, you may now create up to three constructs instead of one. Additionally, you can control them simultaneously with a bonus action, directing them to take simple actions such as attacking or defending.
- Distortion Field
At 18th level, You have mastered the art of manipulating the fundamental distortions in reality with pinpoint precision, allowing you to reshape the battlefield around you. As an action, you can spend 4 Focus Points to create a field of controlled distortion in a 30-foot radius centred on you for 1 minute. During this time, the following effects occur:
Matter Reconfiguration: The laws of physics within the area are momentarily altered. You can choose 2 of the following effects, which lasts for the duration: 1) Gravitational Distortion: The gravity in the area becomes erratic. All creatures in the area must succeed on a Strength saving throw or become knocked prone and slowed (half movement) for the duration of the field. 2) Structural Fluctuations: The terrain within the area becomes unstable. Any creature within the field must succeed on a Dexterity saving throw or take 2d10 force damage as their movement causes the ground or structures around them to shift violently. The area also becomes difficult terrain for the duration. 3) Matter Compression: The space around creatures becomes compressed, forcing them to stay closer to each other. Any creature within the area that tries to move more than 10 feet away from another creature must succeed on a Constitution saving throw or take 2d6 force damage as the air pressure crushes down on them.
Precise Manipulation: You gain control over the very matter within the field. As a bonus action on each of your turns, you can cause one of the following effects: 1) Disrupt Constructs: You can disassemble one construct within the field, causing it to disintegrate and deal 3d10 force damage to any creature within 5 feet of it. 2) Reconstruct Machinery: You can instantly repair a construct within the field, restoring 5d10 hit points to it. 3) Manufacture Machinery: You can instantly create up to three additional constructs without need for focus points.
- Human Construct
Also at 18th level, you learn to mechanise the human body by distorting their body into a machine. You may replace any of your previous constructs with humanoids who have not been dead for more than 24 hours over the course of 1 hour. Additionally, You can control all of your constructs at will, without a bonus action or action. These humanoid Constructs retain their own actions, features, ability scores, etc., save for the following: It is a construct. It cannot be charmed, frightened, or poisoned. It has immunity to poison and psychic damage. It has the same proficiency bonus as you. It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest. It has half as many hit dice as you do (rounded down). When you gain a level, it gains an additional hit dice and hit points as appropriate. It is incapacitated and prone while you aren't controlling it. You may do this without the condition of one being dead on a person affected by the Glitch Ability System Override, though this will kill them. They must make a DC 15 constitution saving throw. If they fail, they become a construct.
Glitch Talents[edit]
- Telekinetic Reprogramming
Casting Time: 1 action
Range: 30 feet
Duration: 1 minute
As an action, by altering an object or creature’s trajectory and speed, you can cast an invisible mage hand without verbal or somatic components and use it to manipulate objects or move creatures. You must have at least one hand free in order to do this. It lasts until you dismiss it as a bonus action, can be used to attack with physical weapons, and can carry up to 50 pounds. Alternatively, as an action, you can gesture and force one humanoid you can see within range to make a constitution saving throw. On a failed save, the target is picked up telekinetically and moved up to 30 feet in a direction you choose after which the effect dissipates, and the target is released. You can take this "throw" action a number of times equal to twice your proficiency bonus, regaining all expended uses after completing a short or long rest.
- Spatial Reconfiguration
Casting Time: 1 bonus action/reaction
Range: Self
Duration: Instantaneous
You manage to disrupt the “Code” that dictates your own position, allowing you to teleport short distances at will. As a bonus action or as a reaction to taking damage, you can cast misty step at will, without expending a spell slot. Alternatively, instead of using your regular movement, you can use misty step a number of times equal to your walking speed divided by 10 (round down), and you can use this kind of movement a number of times equal to your Dexterity modifier, regaining all expended uses after completing a short or long rest. You cannot use both of these features in the same turn.
- Distortion Blast
Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous
You can project a blast of distorted space at will in the form of crackling energy. As an action, A beam of crackling energy streaks toward a creature within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 force damage. The range for this attack is 120 feet. The spell creates more than one beam when you reach higher levels: two beams at 5th Level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate Attack roll for each beam. Starting at 6th level, when you cast distortion blast you can spend 2 focus point to change the damage type to one other type of damage among the following. At 17th level, the cost to do this is gone. All beams from each cast must be the same type. Fire, Cold, Lightning, Radiant, Acid or Necrotic.
- Error Mirage
Casting Time: 1 action
Range: 60 feet
Duration: 1 minute
As an action, you distort the senses of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute. If you create an object, it must fit within a 5-foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it
- Pyrokinesis
Casting Time: 1 action
Range: Self
Duration: 10 minutes
You focus a repeated distortion of space into a single point, causing it to shift rapidly until the kinetic energy causes combustion, creating a small flame in the palm of one of your open hands. The flame provides bright light in a 20-foot radius and dim light for an additional 20 feet. The flame is mundane in nature and can be used to ignite flammable objects. You may make a melee attack with the palm holding the flame, dealing 1d4 fire damage on a successful hit. You must have at least one free hand to maintain the flame. You may dismiss the flame at any time. The flame increases in size and power when you increase in levels- The damage has an extra 1d6 at 5th level, which increases by a further 1d6 at 11th and 17th level.
- Time Stutter
Casting Time: 1 reaction
Range: Self
Duration: 6 seconds (1 round)
In response to an attack, you induce a minor "glitch" in time for an opponent, where their movements become staggered or seem to skip. The target's attacks have have disadvantage. This can be used up to your proficiency bonus times per short rest.
- Glamour
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You subtly distort how others perceive you, causing the awareness and perceptions of others to slide off of you. Anyone who looks at you finds your appearance to be utterly mundane and not noteworthy in any way, shape, or form. Most humanoids will simply fail to notice you or assume that you're supposed to be wherever you are and ignore you. Creatures will still take notice of you in locales and situations where other humanoids aren't supposed to be present. For example: You may be able to blend in easily while attempting to infiltrate a cult meeting, but a troop of goblins will still notice that a human has wandered into their cave and a guard will still take note of someone attempting to step into a bank vault. Should you do something to arouse suspicion or draw undue attention to yourself, a creature may make a Perception check. If successful, that creature now sees though the effect of the talent but is not aware of the glamour. Psionic creatures and creatures with truesight not only see through the effect with ease, but also perceive the glamour itself.
- Data Detection
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
As an action you may use an enhanced version of your ability to read the “code” of reality in order to sense the presence of others. While concentrating, you know the rough location of any creature within 50 feet of you in addition to having an general understanding of whether or not the creature is intelligent (i.e. whether it's sentient, a simple animal, etc.) and an understanding of what the creature's current emotional state is (whether it's angry, afraid, excited, etc.). You can detect additional creatures for up to 200 feet, but you cannot perceive their intelligence or emotional state and information about their numbers and positions may or may not be inaccurate (DM's discretion).
Tier I Glitch Powers[edit]
- Virus Lightning
Casting Time: 1 action
Range: 40 foot line
Focus Cost: 2
Duration: Instantaneous
As an action, you create a twisting current of warped electricity. All creatures in range must make a Dexterity saving throw, taking 1d10 lightning damage on a failure, or taking half as much damage on a success. This ability ignores cover. In addition, you regain half as much hit points as the target lost, rounded up. You may increase damage done by 1d10 for every 2 extra focus points spent.
- Error Binding
Casting Time: 1 action
Range: 30 feet
Focus Cost: 2
Duration: 1 turn
You attempt disrupt a creature's mental ability to communicate with its own body in an attempt to stun it. Choose one creature that you can see within range to make a constitution saving throw. If it fails, the target is stunned until the end of your next turn.
- Eyestrike
Casting Time: 1 action
Range: 30 feet
Focus Cost: 1
Duration: 1 minute
You attempt to cause your target's visual receptors to malfunction in an effort to blind them. Choose one creature that you can see within range to make a constitution saving throw. If it fails, the target is blinded for the duration. At the end of each of its turns, the target can make a constitution saving throw. On a success, the effect ends.
- Distortion Spear
Casting Time: 1 action
Range: 120 feet
Focus Cost: 2
Duration: Instantaneous
This ability makes up the base for many other of the Glitch’s offensive abilities. You hurl an undulating, warbling mass of distorted energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 force damage + 1d6 psychic damage. In addition, due to the glitched nature of the attack, the target is also partially distorted. The target briefly loses control of their abilities. They have disadvantage on any attacks or ability checks and cannot use magic for two turns. Alternatively, you can force them to roll a die and take the corresponding effect from the short-term madness table. The damage increases by 2d6 for every extra focus point spent.
- Backfire
Casting Time: 1 reaction
Range: self
Focus Cost: 1
Duration: Instantaneous
By causing a projectile’s trajectory, you can use your reaction to attempt to deflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Glitch level. If you reduce the damage to 0, you can telekinetically make the missile rebound in a direction of your choice. If you deflect a missile in this way, you can make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just deflected as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
- Distortion Wave
Casting Time: 1 action
Range: self (20 foot cone)
Focus Cost: 3
Duration: Instantaneous
An undulating, warbling mass of distorted energy sweeps outwards from you. Each creature in a 20-foot cone originating from you must make a Strength saving throw. On a failed save, a creature takes 2d6 force damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect. In addition, due to the glitched nature of the attack, the target is also partially distorted. The target briefly loses control of their abilities. They have disadvantage on any attacks or ability checks and cannot use magic for two turns. Alternatively, you can force them to roll a die and take the corresponding effect from the short-term madness table. The damage increases by 2d6 for every extra focus point spent.
- Time Distortion
Casting Time: 1 action
Range: 40ft cube (120 feet)
Focus Cost: 3
Duration: 1 minute
You distort the flow of time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. You may spend an extra focus point to lengthen the effects of the spell by one minute.
- Distortion World Blink
Casting Time: 1 action
Range: self
Focus Cost: 3
Duration: 1 minute
You can briefly access the Distortion world, a world similar to limbo controlled by you. Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 6 or higher, you vanish from your current plane of existence and appear in the Distortion world (the spell fails, and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the distortion world, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. While on the Distortion World, you can see and hear the plane you originated from, which is cast in shades of grey, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Distortion World. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Tier II Glitch Powers[edit]
- System Override
Casting Time: 1 action
Range: 30 feet
Focus Cost: 6
Duration: Concentration, 10 minutes
You attempt to completely override the mental abilities a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.
- Gravitational Error
Casting Time: 1 action (Flight can be a bonus action)
Range: 30 feet
Focus Cost: 1 (5 if you use the offensive application)
Duration: 1 hour
You learn to distort even gravity with your ability and can use one of the following effects: 1) You lessen the gravity on yourself, granting yourself a hover speed equal to double your walking speed. You can grant this benefit on others. 2) You may inflict the effects of the Levitation spell on others within. 3) You may cause gravity to bend within 30 ft of you causing an invisible sphere with a 10 ft. circle radius to draw everything towards it for 1 minute. All creatures within this area must make a Strength saving throw. On a failure, they take 6d8 force damage, are restrained until the beginning of their next turn, and are pulled to an open space closest to the centre of the sphere. On a success, they take half as much damage and are not restrained or pulled. A creature can retry this saving throw at the beginning of each of their turns. If they succeed, they take half the damage and exit the sphere. If they fail, they remain there without being able to move and retake the damage. Any creatures that enter the sphere's range must also make the Strength saving throw. You can dispel this technique as a free action. You may increase the damage of this application by 1d6 for every extra focus point.
- Telekinetic Reprogramming- Distortion
Casting Time: 1 action
Range: 120 feet
Focus Cost: 5
Duration: concentration, up to 1 minute
You have learnt to use a more offensively powerful variant of the Telekinetic Reprogramming ability, which can now more directly harm enemies. When you use the ability and as a bonus action on your subsequent turns, cause one of the following effects. Twist: You telekinetically force the targets limbs to contort into an unnatural position by powerfully distorting their movements. Make a melee spell attack using your game statistics. On a hit, the target takes 4d8 bludgeoning damage. Launch: You attempt to push a creature within the spell’s range in a direction you choose. Make a check with your wisdom contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, you telekinetically push the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. Crush: You attempt to telekinetically grapple a huge or smaller creature within the spell’s range. You use a strength score of 29 to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While you are grappling the target, you can use a bonus action to crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. Distortion Shield. You attempt to telekinetically shield yourself by creating a barrier of distorted and telekinetically controlled air, providing you with half cover against the target. The target can’t move through this space if its Strength score is less than or equal to 29. If its Strength score is higher than 29, the target can move toward you through the space, but that space is difficult terrain for the target.
- Distortion Lance
Casting Time: 1 action
Range: 60 feet
Focus Cost: 3
Duration: Instantaneous
A lance of pure undulating, warbling, distorted energy blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d12 psychic damage on a failed save, or half as much damage on a successful one. In addition, due to the glitched nature of the attack, the target is also partially distorted. The target briefly loses control of their abilities. They have disadvantage on any attacks or ability checks and cannot use magic for two turns. Alternatively, you can force them to roll a die and take the corresponding effect from the short-term madness table. The damage increases by 1d12 for every extra focus point spent.
- Pain Disruption
Casting Time: 1 action
Range: 30 feet
Focus Cost: 2
Duration: 1 hour
You learn to disrupt your target’s ability to feel pain. While this does not heal, it allows them to keep fighting even with grievous injuries. Your target gains 2d4 + 4 temporary hit points for the duration. You may target yourself.
- Duplicity Error
Casting Time: 1 action
Range: Self
Focus Cost: 2-6 (1 for each clone)
Duration: Concentration, 10 minutes
You have learned to use a technique similar to your illusion technique, but far more powerful, as you distort reality itself rather than the senses, creating tangible clones. As an action, you create up to three clones. Each clone created in this way counts as a different casting of this spell, but still only requires one action. Each clone has 5 hit points and the focus points spent creating it (this applies to things that would reduce the cost), a clone cannot have more focus points than your chakra point maximum divided by the number of clones (you included). The clones can take actions as normal, but cannot benefit from extra attack, and cannot take an action or bonus action on the turn they are created. In addition, every glitch ability or talent for them costs one more focus point than normal. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their focus points, you dismiss them at will, or you fall unconscious. If the clone still has chakra when it dissipates, you regain any remaining focus points from the clone. Each clone is otherwise identical to you, including equipment, features, and any effects affecting you when you create the clone. Any effects with a limited number of uses, such as features that regain uses after a long or short rest or magic items with charges, are shared between all clones and you. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails, and the clone automatically dissipates. When a clone dissipates, the main body receives any memories it has acquired as if it experienced it itself. You may funnel extra focus points into the creation of one clone so that it may have more points for abilities.
- Magic Disruption
Casting Time: 1 action
Range: 15 ft area
Focus Cost: 2
Duration: 1 minute
You intentionally disrupt all magic in an area surrounding you. An aura of disruption surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can’t target or otherwise affect anything inside it. Magical properties of magic items don’t work inside the aura or on anything inside it. Areas of effect created by spells or other magic can’t extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura. Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. You are not affected by this and can cast spells as normal.
Tier III Glitch Powers[edit]
- Error[Null]
Casting Time: 1 action
Range: 40 feet
Focus Cost: 2
Duration: concentration: 10 minutes
You can distort reality utterly, beyond any recognition, to create an object of utter destruction at will. As an action, you can create a sphere of annihilation that is up to 5 feet in diameter and "throw" it like a ball up to 40 feet away from you. You must have at least one hand free in order to do this. The sphere will be destroyed after passing through any object that is 5 or more feet thick. You may make it's diameter up 5 feet bigger for every extra 3 focus points you spend.
- Mass Override
Casting Time: 1 action
Range: 30 feet
Focus Cost: 2-20
Duration: Concentration, 10 minutes
You can spread your system override ability over multiple targets. It has the same effects, but you can now target up to 10 individuals with it. Each individual costs 2 focus points to control.
- Total Gravitational Distortion
Casting Time: 1 action
Range: 100 feet
Focus Cost: 10
Duration: Concentration, up to 1 minute
You have gone beyond distorting gravity and can now completely flip it. You can reverse gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.
- Total Temporal Distortion
Casting Time: 1 action
Range: Self
Focus Cost: 7
Duration: Instant
You can now completely halt time, distorting it until it briefly no longer works. You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
- Total Form Distortion
Casting Time: 1 Action
Range: 30 feet
Focus Cost: 10
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell. Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
- Distortion Cataclysm
Casting Time: 1 action
Range: 1 Mile
Focus Cost: 16
Duration: Instant
The ultimate offense of this ability, you distort nature itself until the very elements are thrown out of balance. Every creature within range must attempt a constitution saving throw. On a failure, they take 10d10 damage. On a success, they take half as much. Additionally, each time you cast this spell, a different effect occurs: The first time you cast this spell, this damage is lightning as a storm appears around you, and the area this spell targets becomes heavily obscured until the end of your next turn. The second time you cast this spell, this damage is bludgeoning as earthquakes begin, and the area this spell targets becomes difficult terrain until the beginning of your next turn. The third time you cast this spell, this damage is force as the negative weather effects combine into a nuclear blast, and creatures have disadvantage on this spell's saving throw. The next time you cast this spell, it counts as the first time. If you do not cast this spell again before the end of your next turn, the next time you cast it counts as the first time. In addition, anyone hit is also partially distorted. The target briefly loses control of their abilities. They have disadvantage on any attacks or ability checks and cannot use magic for two turns. In addition, you can force them to roll a die and take the corresponding effect from the long-term madness table. You regain 1 quarter (rounded down) hit points of the damage dealt by this ability
Mechanist-Exclusive Glitch Powers[edit]
- Black Secret Technique- Machine One Shot
Cost: 1 focus points
As an action, one construct you are controlling detaches its limbs and swings wildly at one creature within its reach. The target must attempt an Intelligence saving throw. On a failure, their movements are impeded, and their focus is distracted, granting them disadvantage on all checks and saving throws until the end of their next turn. A creature may choose to instead take the brunt of the assault, taking 2d8 + your construct's Dexterity modifier magical slashing damage and automatically succeeding the saving throw.
- Black Secret Technique- Machine Two Shot
Cost: 2 focus points
As an action while one construct you are controlling is grappling a creature, you detach its limbs and turn them inward. On your next turn, as another action, these limbs stab into the construct, causing the target to take 2d10 + your construct's Dexterity modifier magical slashing damage.
- Black Secret Technique- Machine Triple Shot
Cost: 2 focus points
As an action while one construct you are controlling is grappling a creature, you open slats across its body that would be used in Machine Two Shot. Until the beginning of your next turn or the creature escapes the grapple, any attacks against them automatically roll a 20.
- Black Secret Technique- Salamander
Cost: 1 focus points
As an action, one construct you are controlling with a burrowing speed settles itself just below the surface. Creatures may succeed a perception check to notice your construct, otherwise, it appears as normal ground. As a reaction when a creature steps above your construct, you may cause it to spring up, causing the creature to become grappled.
- Mechanical Light Shield Block
Cost: 1+ focus points
As a reaction when a creature within 5 feet of one construct you are controlling would take damage, your construct's arm splits open, releasing a flowing barrier of energy, decreasing the damage taken by 2d4 + your Intelligence modifier. For every focus point spent above 1, the damage the creature takes is reduced by 2.
- Thousand Hands Manipulation Force
Cost: 1+ focus points
You modify one of your constructs to bear a number of magic formulae containing numerous spring-loaded arms equal to your proficiency bonus. When a creature controlling this construct makes a melee attack with this construct, they may release one of these seals, causing the attack to target every creature in a 10-foot cone. You may increase the range of this cone by 5 ft. for every 3 additional focus points spent by releasing one additional seal. Once a seal is released, it cannot be released again until the end of your next long rest.
- Poison Mist Hell- Hundred Continuous Firing
Cost:2+ focus points
When you take the Attack action, one construct you are controlling makes an additional attack. You may make an additional attack for every 2 additional focus points spent to a maximum total number of attacks equal to twice the number of attacks you could normally make.
- Construct- Rotation Attack
Cost: 1 focus points
As an action, you separate the body of one construct you are controlling from its legs and rotate it at incredible speeds, making an unarmed strike against every creature within your reach.
- Red Secret Technique- Dance of a Hundred Constructs
Cost: 3+ focus points
At the beginning of your turn, you increase your concentration, allowing you to control 1 additional construct until the beginning of your next turn. You may control 1 additional construct for every 3 additional focus points spent.
- Red Secret Technique- Machinery Triangles
Cost: 4 focus points
As an action, you reduce one of your constructs to 0 hit points as numerous projectiles, each with an explosive compound attached, explode from its body. All creatures within a 20-foot radius of it must attempt a Constitution saving throw. On a failure, they take 6d6 + your Intelligence modifier fire damage. On a success, they take half as much damage.
- Sealing Technique- Lion Closing Roar
Cost: 6 focus points
Weaving a complex magic formula into the joints of your construct that completely seals the target's energy, one creature within the construct's reach must make an Intelligence saving throw. On a failure, they become paralyzed and unable to use spells until the construct is incapacitated, or you end this effect as a bonus action. While this is active, the construct is restrained.
The Distortion World[edit]
The Distortion World is an incomprehensible realm, a place where the very fabric of reality bends and twists in chaotic, unpredictable patterns. It exists outside the boundaries of conventional time and space, a chaotic plane of energy and paradoxes, where the laws of physics no longer apply. Gravity is erratic, the horizon seems to shift, and the landscape warps in unnatural ways. Structures appear to float in midair, defying logic, while the environment constantly changes, distorting the very essence of what exists within it. The sky is a swirling mass of colors, continuously morphing into unfamiliar hues, as if the atmosphere itself is alive, consuming and regenerating itself. Shadows twist in impossible directions, and what seems like a solid ground can suddenly shift or dissolve into nothingness. Time here flows unpredictably—moments stretch for eternity or pass in the blink of an eye, and concepts like direction or distance lose all meaning. For most, the Distortion World is an inaccessible nightmare, a place of pure chaos and disorder. However, for a Glitch, a person capable of distorting reality itself, the Distortion World is a domain they can control and navigate. Glitches are beings who possess the unique ability to manipulate and twist the fundamental rules of the universe, allowing them to slip between the lines of reality and into this realm of broken laws.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Glitch class, you must meet these prerequisites: Wisdom 13 or higher and Dexterity 12 or higher.
Proficiencies. When you multiclass into the Glitch class, you gain the following proficiencies: None
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