Glyph Witch (5e Class)
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Glyph Witch[edit]
Work In Progress |
With a final flourish, the human completes the Glyph, and in the same motion raises it to let loose the fireball spell stored within, stopping the approaching army in its tracks.
The halfling squints at his reference one more time, before finishing his first glyph. As soon as he completes it, he touches the glyph, and an orb of light appears made out of the paper he drew on.
After long study, the dwarf puts the finishing touches on the new glyph she’s been working on. She touches her hand to it, and a meadow’s worth of flowers spurt from the paper.
Glyph Witches, or just Witches, use the ancient art of glyph-making to produce magic. Like wizards, they must learn their magic, as they are not naturally gifted, but rather than learning from archaic texts, Glyph Witches tend to learn their magic from more primal sources. Their minds are learned in the workings of the universe, and they foster their own, personal connections with the source of magic.
Unusual Magic[edit]
Glyph Witches typically learn their craft from an academy, other Witches, or other more archaic forms as druids do. Each glyph is unique, and even highly-trained Glyph Witches still can learn new glyphs. This art is something that no mortal, and few gods, has ever known all the complexities of. Still, that doesn’t stop Witches from trying to learn as many glyphs as they can find.
Creating a Glyph Witch[edit]
How did you become a Witch? Were you taught glyphs from an academy or instructor, or did you learn by connecting with primal sources of magic? Why did you choose to become a Glyph Witch? Do you want knowledge, did you follow in someone's footsteps, do you want power, do you want to protect something, or is it something else?
- Quick Build
You can make a Glyph Witch quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Dexterity. Second, choose the Sage background. Third, choose a quarterstaff, 10 darts, and the explorer's pack.
Class Features
As a Glyph Witch you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Glyph Witch level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Glyph Witch level after 1st
- Proficiencies
Armor: light
Weapons: simple
Tools: Calligrapher's Supplies or Painter's Supplies
Saving Throws: Intelligence, Wisdom
Skills: Pick two from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Performance, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple melee weapon or (b) a shortbow & 20 arrows
- (a) 5 of any one simple melee weapon with the thrown property or (b) 10 darts
- (a) explorer's pack or (b) scholar's pack
- A component pouch, a quill pen, a bottle of ink, and 100 four-inch parchment squares
- If you are using starting wealth, you have 3d4 x 10 GP in funds.
Level | Proficiency Bonus |
Glyph Points | Features |
---|---|---|---|
1st | +2 | 1d6+int | Glyph Casting,Training Wand |
2nd | +2 | 1d6+int | Esoteric Adaptation |
3rd | +2 | 1d6+int | Witches' Coven |
4th | +2 | 1d6+int | Ability Score Improvement |
5th | +3 | 1d6+int | Extra Attack |
6th | +3 | 1d6+int | Esoteric Adaptation |
7th | +3 | 1d6+int | Witches's Coven |
8th | +3 | 1d6+int | Ability Score Improvement |
9th | +4 | 1d6+int | Palisman |
10th | +4 | 1d6+int | Esoteric Adaptation |
11th | +4 | 1d6+int | Witches's Coven |
12th | +4 | 1d6+int | Ability Score Improvement |
13th | +5 | 1d6+int | Extra Attack x2 |
14th | +5 | 1d6+int | — |
15th | +5 | 1d6+int | Witche's coven |
16th | +5 | 1d6+int | Ability Score Improvement |
17th | +6 | 1d6+int | Extra Attack x3 |
18th | +6 | 1d6+int | Esoteric Adaptation |
19th | +6 | 1d6+int | Ability Score Improvement |
20th | +6 | 1d6+int | Esoteric Focus |
Glyph Casting[edit]
- Glyphcasting
As a student of archaic magic, you have memorized the symbols necessary for you to cast glyph magic. The source of your magic is the source of all magic, and your symbols let it out, in controlled ways. You use Glyph Points instead of Spell Slots.
- Glyphcasting Ability
Intelligence is your glyphcasting ability for your Glyph spells, since the power of your magic relies on your knowledge of Glyphs. You use your Intelligence whenever a spell refers to your glyphcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Glyph Witch spells you cast and when making an attack roll with one.
Glyph save DC = 8 + your proficiency bonus + your Intelligence modifier Glyph attack modifier = your proficiency bonus + your Intelligence modifier
- Glyph Circle
The Glyphs are casted using Glyph Circles of various sizes. Small Glyphs cost one action, Medium Glyphs cost 5 Glyph points and an action, and Large Glyphs cost 10 points, an action, and a bonus action.
You regain Glyph points on a short rest.
Training Wand[edit]
At first level you gain a wand to practice Glyphs with. This wand can cast five basic glyphs without cost before you have to tap into your glyph points. This wand recharges on short rest.
Esoteric Adaptation[edit]
- Stronger Casting
- You may cast a prepared spell at a higher level than it was prepared for, but not a lower one. In order to cast a spell at a higher level than it was prepared, you must expend a number of glyph points equal to the number of levels you are raising the spell by plus the number of additional glyph points you would have expended if you cast it originally at the higher level. The higher level must be a level at which you can cast spells normally, and a level which you have enough glyph points to cast at. For example, if you have cure wounds prepared as a 1st level spell, and now want to cast it at 3rd level, you would need 2 glyph points for the number of levels above 1st a 3rd level spell slot is, and 3 glyph points as the difference in casting costs for 1st and 3rd level spell slots, for a total of 5 additional glyph points.
- Spell Adaptation
- You gain one of the following spell adaptations of your choice. Each option may only be used once per spell. You may use only one Spell Adaptation option per spell, unless otherwise noted. You gain one additional Spell Adaptation choice at 6th, 10th, and 18th levels.
- Careful Glyph: You can spend 1 glyph point when you cast a spell that forces other creatures to make a saving throw to protect some of those creatures from the spell’s full force. When you activate this effect, choose a number of the creatures who have to make the save up to your Intelligence modifier (minimum 1 creature). A chosen creature automatically succeeds on its saving throw against the spell. You can use this Adaptation with other Spell Adaptations.
- Distant Glyph: You can spend 1 glyph point when you cast a spell that has a range of 5 feet or greater to double the spell’s range. Alternatively, you can spend 1 glyph point when you cast a spell that has a range of touch to give the spell a range of 30 ft.
- Empowered Glyph: You can spend 1 glyph point when you roll for damage for a spell to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new roll(s). This feature does not add to the total number of Spell Adaptations used.
- Extended Glyph: You can spend 1 glyph point when you cast a spell that has a casting time of 1 minute or longer to double its duration, to a maximum duration of 24 hours.
- Heightened Glyph: You can spend a number of glyph points equal to half the spells level (minimum 1) when you cast a spell that forces a creature to make a saving throw to resist its effects. When you do, give one target of the spell disadvantage on its first saving throw against the spell.
- Twinned Glyph: When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of glyph points equal to the spell’s level to target a second creature in range with the same spell (1 glyph point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
Witches's Coven[edit]
When you reach 3rd level, you choose a Witches's Coven from the list of available Covens, shaping your practice of magic. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. See the end of the class description for details.
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.
Extra Attack[edit]
At 5th level, you gain an additional attack whenever you take the attack action. You gain additional attacks at 13th and 17th levels.
Palisman[edit]
At 9th Level, you can spend 8 hours carving your new familiar. Your Palisman acts as a sentient familiar that has a personality to you and your alignment. As a bonus action you can switch between familiar mode and Palisman mode
- Palisman mode
In Palisman mode you gain a flying speed of 30ft and can use a Palisman surge. As a bonus action, Palisman surge give you 1d10 of temp. Glyph points
- Familiar mode
Your Palisman acts on your turn, acting as its own being, you and your Palisman can telepathically communicate.
Esoteric Focus[edit]
At 20th level, you regain 30 expended Glyph Points whenever you finish a short rest.
Witches’s Covens[edit]
The Coven System is a system for categorizing magic into specific disciplines instituted by a ruler of old. Since then, it has become an integral part of the study of Witch magic itself. Some say that this initial division changed magic itself and fragmented the access to magic through Glyphs into the modern form. There are ten main covens with hundreds of other covens that fall under their leadership. However, a few Glyph Witches eschew the Coven system and instead decide to learn magic equally from all of the Covens. Still, most learn magic with the Coven system as a framing for their knowledge.
Abomination Coven[edit]
The Abomination Coven is one of the ten main covens that specializes in creating and using Abominations.
- Abomination Glyph
At 3rd Level you've taken on the role of an abomination witch, with a small glyph you can make a basic Abomination familiar. It can only carry out task issued by it's summoner and can't think for itself.(come back to later)
Abomination weaponry, this purple and black goop isn't only good for puppets. You can now craft weapons as long as you have abomination goop on you. These weapons act as their mental counterparts and can't be enchanted
- Abomination upgrade
By 7th level, your skills at making Abomination have gotten you far. You can now infuse your glyphs into your abomintions making them magical to overcome resistances and immunities. The cost is the appropriate glyph points per glyph, can only stack two glyphs at a time.
Also at this level you can infuse your abomination with mechanical up grades to have it serve you better
- One witch army
11th level you become what people fear, a One witch army. For half your total Glyph points you can summon up to you int mod + 3 abominations on the field. They all act after you once you issue a command as a bonus action. This can only be used twice per long rest
- Abominable transcendence
15th level. you've done it, you've become one with you abominations! After spending 12 hours experimenting on yourself with abomination magic you have transcended your species. You no longer age and can't die from old age but can still die in combat, You only need 3 hours to benefit from a long rest, and you gain a abomination form.
In your abominable form you become a fusion of yourself and Abomination magic. You gain a +3 to attack and damage rolls, gain resistance to bludgeoning/slashing/ and piercing damage, you can squeeze into one inch spaces, and you can turn your body into weapons of your imagination. You can only go into this form once per long rest, it lasts 1 min.
Bard Coven[edit]
The Bard Coven is one of the ten main covens that specializes in artistic magic.
- Bard Glyph
You can spend a bonus action to give a creature 1d6 inspiration. You gain a number of inspiration dice equal to your proficiency bonus and regain it on a long rest. The die size increases by 1 at 7th, 11th, and 15th levels.
- *Inspirational Performer
At 7th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the inspiration die.
- You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Spellcasting Ability modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can't use it again until you finish a long rest, unless you spend 4 Glyph Points to use it again.
- *Bard's Sonata
At 11th level, using your action, you can give inspiration to a number of allies equal to your Intelligence modifier. Additionally, you can use a bonus action to give those same allies the benefits of the help action.
- Coven's Requiem
At 15th level, when using this glyph, you can make a glyph that destroys magic and life. Once per long rest, use an action to play a song and everyone within a 30 ft. radius of you must make a Con save, including you. On a failure, everyone takes 5d10 necrotic damage, half on a success. This damage cannot be reduced in any way. Additionally, while the music is played you must spend an action to keep it going and the radius increases by 5 ft. for every round that it is played. You cannot move and anyone within the radius cannot cast spells or use magic items.
Beast Keeping Coven[edit]
The Beast Keeping Coven is one of the ten main covens which specializes in the study of magic creatures.
- Beast Keeping Glyph
You can spend 1 glyph point when you cast a spell to cast it from a willing creature within 30 feet of you. The spell as if you cast it, the only difference is the origin of the spell. You can use this Adaptation with other Spell Adaptations.
- *To be named
By 7th level, you have dealt with enough beasts that you can cast Speak with Animals at will. It counts as a Glyph Witch spell for you, and does not have to be prepared to be cast. Additionally, you learn Sylvan if you do not know it already.
- <*To be named
- To be added
- Superior Beast Keeping Glyph
15th*To be added
Construction Coven[edit]
The Construction Coven is one of the ten main covens that specializes in building structures.
- Construction Glyph
Whenever you take damage from any source, you can spend 2 glyph points to maintain concentration on a spell instead of making the save. Additionally, you can gain temporary hit points equal to the number of glyph points spent on a glyph circle.
- Constructor's Workshop
At 7th level, you show off your ability to create. You can make constructs from the earth based on the size of the Glyph Circle. Small you can make trinkets and ammo, Medium you can weapons and cover no larger than 5 ft. by 5 ft. and Large can make constructs such as doors, walls, and ramps no larger than 10 ft. by 10 ft. Objects stay up there permanently.
- Mobilized Workforce
At 11th level, you can perform a 1-minute ritual to increase your or another creature's strength and fortitude. When you use this feature, you expend 10 glyph points to increase the strength and constitution scores of yourself or a willing creature you can touch by an amount equal to your intelligence modifier, up to a score of 20, for a duration of 10 minutes.
- Builder's Bulk Up
At 15th level, your Strength and Constitution scores increase by 2 to a maximum of 22. Additionally, instead of a ritual, you can use a bonus action to put a glyph on an ally to use Mobilized Workforce. Additionally, they gain temporary hit points equal to double your proficiency bonus.
Healing Coven[edit]
The Healing Coven is one of the ten main covens that specializes in curing wounds and ailments.
- Healing Glyph
You can spend 1 glyph point when you cast a spell that restores hit points to restore an additional number of hit points equal to your intelligence modifier (minimum of 0) + your Glyph Witch level.
- *To be named
Starting at 7th level, the healing spells you cast on others heal yourself as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
- *To be named
At level 10, your exposure to healing energies makes you immune to disease and poison.
- Superior Healing Glyph
Starting at 15th level, you've learned the pinnacle of healing. For 16 glyph points you can cast the regenerate spell and for 20 glyph points you can cast mass healing word twice per long rest
Illusions Coven[edit]
The Illusionist Coven is one of the ten main covens that specializes in casting illusions.
- Illusions Glyph
You can spend 1 glyph point when you cast an illusion spell that has a duration of 1 minute or longer to be able to use an action to change the nature of that illusion. These changes must use the spell’s normal parameters for the illusion, and you must be able to see the illusion.
- Illusory self
Beginning at 7th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to expend 2 glyph points and interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion duplicates. Once you use this feature, you can’t use it again until you finish a short or long rest.
- *To be named
- To be added
- Superior Illusions Glyph
15th You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can spend 2 glyph points and choose one inanimate, non magical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. Any time before the minute is up, you may spend 2 additional glyph points to extend the time that the illusion is real for 1 additional minute. This is added on to the previous amount of time. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. Any objects created by this feature can’t deal damage or otherwise directly harm any creature.
Oracle Coven[edit]
The Oracle Coven is one of the ten main covens that specializes in fortunetelling and clairvoyance. It is also known as the Fortune Tellers Coven.
- Oracle Glyph
You can spend 2 glyph points to gain one of the following benefits of your choice for the time specified by the option:
- Darkvision: You gain Darkvision out to a range of 60 feet, which lasts for 5 minutes
- Ethereal Sight: You can see out into the Ethereal Plane within 60 ft of you, which lasts for 1 minute.
- Greater Comprehension: You can read any language, which lasts for 5 minutes.
- See Invisibility: You can see invisible creatures and objects within 15 feet of you that are within line of sight, for 1 minute.
- *To be named
At 7th level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll 2d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can only be used once. When you finish a long rest, you lose any unused foretelling rolls.
- *To be named
- To be added
- Superior Oracle Glyph
15th *To be added
Plant Coven[edit]
The Plant Coven is one of the ten main covens that specializes in plant magic.
- Plant Glyph
You can spend 2 glyph points to be able to move through non-magical difficult terrain without expending extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage if they have thorns, spines, or a similar hazard. This effect lasts for 1 hour.
- Inner Plant
By 7th level, you have been around plants long enough that you can cast either the spell Plant Growth or Speak with Plants without spending Glyph Points. It counts as a Glyph Witch spell for you, and does not have to be prepared to be cast. You can use this feature once before finishing a short or long rest.
- *To be Named
When you reach 11th level, creatures of the natural world can sense your connection to natural magic, and become hesitant to attack you. When a beast or plant creature attacks you, you can spend 1 Glyph Point as your reaction so that the creature must make an Intelligence saving throw against your Glyph Witch spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it attacks you.
- Superior Plant Glyph
15th Superior Plant Glyph: You can spend 2 glyph points to be able to move through non-magical difficult terrain without expending extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell. This effect lasts until you begin your next long or short rest.
Potions Coven[edit]
The Potions Coven is one of the ten main covens that specializes in potion making.
- Potions Glyph
You can spend 2 glyph points to gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. This effect lasts until you finish your next rest.
- *To be named
Starting at 7th level, you can spend 4 hours, a small vial, and a few ingredients worth 1 GP to create one use of one of the following four potions:
- Vial of Darkvision: The creature who consumes this vial gains darkvision out to a range of 60 ft for 1 hour. If the creature already had dark vision, it’s range is improved by 60 ft for 1 hour. A creature can only benefit from one of this type of potion at a time.
- Vial of Speed: The creature who consumes this vial gains an additional speed of 10 feet for 1 hour. A creature can only benefit from one of this type of potion at a time.
- Vial of Constitution: The creature who consumes this vial gains proficiency in Constitution saving throws for 1 hour. A creature can only benefit from one of this type of potion at a time.
- Vial of Elemental Resistance: The creature who consumes this vial gains resistance to acid, cold, fire, lightning, or thunder damage (your choice when you create the vial) for 1 hour. A creature can only benefit from one of this type of potion at a time, even if the vials have resistance to different types of damage.
- *To be named
Starting at 11th level, you can spend 8 hours, a small vial, 2 Glyph Points, and ingredients worth 1 GP to create one of the following four potions:
- Vial of Objects: When this vial is poured on a surface, it instantly forms one inanimate, solid, non magical object no larger than a 2 and a half foot cube. If a creature ingests the vial, the vial is wasted and the creature takes 2d6 force damage. The value of the object created can not exceed 15 GP. You decide what this object is when you create the vial.
- Vial of Cleansing: A creature who consumes this vial has all curses, diseases, and poisons affecting them removed. Additionally, a creature recovers all its hit points.
- Vial of Raising Dead: A creature who has this vial poured over them has the spell raise dead cast upon them. If the creature is already alive, the vial is wasted. If an alive creature ingests this vial, they must make a DC 15 Constitution saving throw. On a failed save, they take 10d6 radiant damage. On a successful save, they recover 10d6 hit points.
- Vial of Youth: A creature who willingly consumes this vial has their apparent age reduced by 3d10 to a minimum of 16 years. This does not extend a creature’s lifespan.
- Superior Potions Glyph
Superior Potions Glyphs: By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
- You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
- Monster Vial: By spending 8 hours mixing 3 different parts of a creature in a vial, you can take a number of features from the creatures equal to half your proficiency bonus (example: regeneration, unarmored AC, Claws, etc.). You gain benefits from this vial for 1 minute. The creature's CR must be no higher than half your level.
Emperor's Coven[edit]
The Emperor's Coven was the highest coven under the Coven System of old. It served directly under the creature named Emperor Belos and enforced his will across the Boiling Isles, and functioned as both law enforcement and the judicial system. It is the only coven that specializes in all kinds of magic.
- Emperor's Glyph
When you cast a spell at a higher level than it was prepared, you only need to spend the number of additional glyph points you would have expended if you cast it originally at the higher level to do so.
- *To be named
At 7th level, you gain a bonus to your initiative modifier equal to your intelligence modifier. Additionally, you can not be surprised as long as you are conscious.
- *To be named
- To be added
- Superior Emperor's Glyph
15th *To be added
Unaffiliated Coven[edit]
Originally illegal under the rule of the Emperor Belos, being without a coven allowed early users of this class to learn all types of magic without having to join the Emperor's coven. Now it is used a way to increase one's magical connection to the point of instability in order to reap the benefits of wild magic.
- Wild Glyph
Wild Glyph: At 3th level,When you cast a spell that requires you to roll dice for damage or to restore hit points, you may expend a number of glyph points up to your intelligence modifier. When you do so, roll an additional number of dice equal to the number of glyph points expended, and add them to the total.
- *To be named
At 7th level when, you cast a spell of 1st level or higher, roll 1d20. If you roll a 20, regain a number of Glyph Points equal to the spell’s casting cost.
- *To be named
- To be added
- Superior Wild Glyph
15th *To be added
Witch Glyphs[edit]
- spell list
Light Glyph, Ice Glyph, Plant Glyph, Fire Glyph, Earth Glyph, Water Glyph, Basic Illusion Glyph, Basic Abomination Glyph, Basic Healing Glyph, Basic Physical Enhancement Glyph, Basic Bard Glyph, Basic Beast Keeping Glyph, Basic Oracle Glyph
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Glyph Witch class, you must meet these prerequisites: Ability Score Minimum: Intelligence 13
Proficiencies. When you multiclass into the Glyph Witch class, you gain the following proficiencies:
Tools: Calligrapher’s Supplies or Painter’s Supplies
Armor: Light
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