Glyph Witch (5e Class)
Glyph Witch
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
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
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 | Max Spell Level | Cantrips Known | Spells Known | Features |
---|---|---|---|---|---|---|
1st | +2 | 4 | 1st | 1 | 2 | Glyph Casting |
2nd | +2 | 8 | 1st | 1 | 3 | Esoteric Adaptation |
3rd | +2 | 17 | 2nd | 1 | 4 | Witches's Coven |
4th | +2 | 21 | 2nd | 2 | 5 | Ability Score Improvement |
5th | +3 | 32 | 3rd | 2 | 6 | — |
6th | +3 | 38 | 3rd | 2 | 7 | Esoteric Adaptation |
7th | +3 | 45 | 4th | 3 | 8 | Witches's Coven |
8th | +3 | 52 | 4th | 3 | 9 | Ability Score Improvement |
9th | +4 | 66 | 5th | 3 | 10 | — |
10th | +4 | 74 | 5th | 4 | 11 | Esoteric Adaptation |
11th | +4 | 84 | 6th | 4 | 12 | Witches's Coven |
12th | +4 | 85 | 6th | 4 | 12 | Ability Score Improvement |
13th | +5 | 96 | 7th | 5 | 13 | — |
14th | +5 | 97 | 7th | 5 | 13 | Witches's Coven |
15th | +5 | 109 | 8th | 5 | 14 | — |
16th | +5 | 110 | 8th | 6 | 14 | Ability Score Improvement |
17th | +6 | 124 | 9th | 6 | 15 | — |
18th | +6 | 132 | 9th | 6 | 15 | Esoteric Adaptation |
19th | +6 | 142 | 9th | 6 + int mod (min 6) | 16 | Ability Score Improvement |
20th | +6 | 153 | 9th | 6 + int mod (min 6) | 16 | Esoteric Focus |
Glyph Casting
- Spellcasting
As a student of archaic magic, you have memorized the symbols necessary for you to cast spells. 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.
- Cantrips
At 1st level, you know one cantrip of your choice from the Glyph Witch spell list detailed at the end of this class. You learn additional Glyph Witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Glyph Witch table.
- Preparing and Casting Spells
The Glyph Witch tables show you how many glyph points you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a number of glyph points equal to the spell's level. You regain all expended glyph points when you finish a long rest.
After a long rest, you prepare the list of Glyph Witch spells that are available for you to cast, and that you know. To do so, choose a number of spells whose total casting time is less than the number of hours spent in the long rest - 6. You may prepare a spell multiple times. You must have enough surface to draw all of the glyphs on. The spells must be of a level equal to or lower than your max spell level, as shown in the Glyph Witch class chart. See the chart at the end of this feature for information on how many Glyph Points it takes to cast a spell at a certain level, and how many spells you may prepare of a certain level. In addition, you must mark the spell’s unique Glyph, which takes up a ¼ foot-diameter circle, on a surface. This can be a piece of parchment, a stone tablet, or other surface near where you are taking your long rest. As you cast the spells in this way, you expend the required glyph points.
For example, if you're a 3rd-level Witch, you have 17 glyph points and a max spell level of 2nd. You can prepare five spells prepared for casting at 1st level and three prepared for casting at 2st level, as well as as many cantrips as you have the time and materials to create. If you prepare the 1st-level spell magic missile at 1st level, you can only cast it at 1st level. Casting a spell removes it from your list of prepared spells, but not your list of known spells.
You can add more prepared spells after a long rest. You can prepare more Glyph Spells whose total casting time is less than the number of hours spent in the long rest - 6. You must have enough surface to draw all of the glyphs on. In addition, you may not have not have more Glyph Witch spells prepared than your Glyph Witch level times 10.
In order to activate a prepared spell, you must touch the glyph and use an action to activate it. When you do so, you then decide the target and any other specifications the spell requires, as well as spend the glyph points required for the spell to be cast at that level. You also can choose to delay the activation for up to 30 seconds, or 5 rounds of combat. When decided by rounds, the spell activates directly after your turn. The glyph then disappears and the spell is removed from your list of prepared spells, but not your list of known spells.
Finally, you can prepare spells outside of rests by drawing the spell’s unique glyph on a surface and using any other components specified by the spell. This takes the spell’s casting time to complete, and the spell must still be activated.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Glyph Witch spell list.
You learn additional Glyph Witch spells of your choice as shown in the Glyph Witch class chart. Each of these spells must be of a level equal to or less than your Max Spell Level, shown in the Glyph Witch class chart for each level. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Glyph Witch you know and replace it with another spell from the Glyph Witch spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Intelligence is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your knowledge of Glyphs. You use your Intelligence whenever a spell refers to your spellcasting 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.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spell Level | Glyph Point Cost | Maximum Castings Per Finished Long Rest |
---|---|---|
Cantrip | 0 | Infinite |
1st level | 2 | Infinite |
2nd level | 3 | 4 |
3rd level | 5 | 4 |
4th level | 6 | 3 |
5th level | 7 | 3 |
6th level | 9 | 3 |
7th level | 10 | 2 |
8th level | 11 | 2 |
9th level | 13 | 1 |
Esoteric Adaptation
- 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
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 14th level. See the end of the class description for details.
Ability Score Improvement
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.
Esoteric Focus
At 20th level, you regain 30 expended Glyph Points whenever you finish a short rest.
Witches’s Covens
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
The Abomination Coven is one of the ten main covens that specializes in creating and using Abominations.
- Abomination Glyph
You can spend 2 glyph points when you cast a spell that creates or awakens one or more objects, constructs, or undead, such as Wall of Stone, Animate Objects, or Create Undead, to give objects created by the spell temporary hit points equal to your intelligence modifier (Minimum 1) times the spell’s level. Spells like Wall of Fire or Tsunami do not work with this effect, as the effects that those spells create do not count as objects or creatures.
- *To be named
By 7th level, you have summoned and created enough creatures that you can cast Find Familiar at will. It counts as a Glyph Witch spell for you, and does not have to be prepared to be cast, though you still need material components.
- *To be named
- To be added
- Superior Abomination Glyph
- To be added
Bard Coven
The Bard Coven is one of the ten main covens that specializes in artistic magic.
- Bard Glyph
You can spend 2 glyph points when you cast a spell to give a number of creatures other than yourself equal to your intelligence modifier (minimum 1) 1d6 to add to their next ability check, attack roll, or saving throw, if they so choose. You can use this Adaptation with other Spell Adaptations.
- *To be named
- Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bard Glyph dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bard Glyph 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.
- *To be named
- To be added
- Superior Bard Glyph
When you use your Bard Glyph feature, the dice given is now 1d8. You may still use this Adaptation with other Spell Adaptations.
Beast Keeping Coven
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
- To be added
Construction Coven
The Construction Coven is one of the ten main covens that specializes in building structures.
- Construction Glyph
You can spend 2 glyph points when you cast a spell so that when concentrating on a spell, your concentration can’t be broken as a result of taking damage. You can use this Adaptation with other Spell Adaptations.
- *To be named
At 7th level, you learn the Fabricate spell. If you already knew the spell, then you may choose another spell that you can learn at your level. Fabricate doesn't count against your number of Glyph Witch spells known. Fabricate now can be cast with a 3rd level spell slot, but can only create Medium or smaller objects. In addition, for every 2 spell slot levels spent above 4th, the size of the object you can create becomes one size category larger, but at 6 times the normal casting time
- *To be named
At 11th level, you can perform a 1 minute ritual to increase your or another creature's strength. When you use this feature, you expend 10 glyph points to increase the strength score 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.
- Superior Construction Glyph
- To be added
Healing Coven
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, when you would normally roll one or more dice to restore hit points with a spell, you can expend 2 glyph points to instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Illusions Coven
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
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
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
- To be added
Plant Coven
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.
- *To be named
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
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
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 14th 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.
- You can cast greater restoration, heal, and mending without preparing the spell and without material components, expending the normal amount of glyph points to cast the spell, and provided you use a type of artisan's tools you are proficient with as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
Emperor's Coven
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
- To be added
Unaffiliated Coven
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: 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
- To be added
Glyph Witch Spell List
You have available to you all of the spells listed below, in addition to any spells your subclass may grant you.
- Cantrips
- Acid Splash
- Blade Ward
- Chill Touch
- Dancing Lights
- Fire Bolt
- Light
- Mending
- Minor Illusion
- Poison Spray
- Prestidigitation
- Produce Flame
- Ray of Frost
- Resistance
- Shocking Grasp
- Spare the Dying
- Thorn Whip
- 1st Level
- Chromatic Orb
- Color Spray
- Comprehend Languages
- Create or Destroy Water
- Cure Wounds
- Detect Evil & Good
- Detect Magic
- Detect Poison & Disease
- Disguise Self
- Entangle
- Expeditious Retreat
- Faerie Fire
- Feather Fall
- Fog Cloud
- Grease
- Healing Word
- Identify
- Illusory Script
- Inflict Wounds
- Jump
- Longstrider
- Mage Armor
- Magic Missile
- Protection from Evil & Good
- Purify Food & Drink
- Shield
- Silent Image
- Tenser’s Floating Disk
- Thunderwave
- Witch Bolt
- 2nd Level
- Aid
- Alter Self
- Arcane Lock
- Barkskin
- Blindness/Deafness
- Blur
- Cloud of Daggers
- Continual Flame
- Darkvision
- Enhance Ability
- Enlarge/Reduce
- Find Traps
- Flame Blade
- Flaming Sphere
- Gust of Wind
- Heat Metal
- Hold Person
- Invisibility
- Knock
- Lesser Restoration
- Levitate
- Magic Mouth
- Mirror Image
- Misty Step
- Moonbeam
- Protection from Poison
- See Invisibility
- Shatter
- Silence
- Spider Climb
- Spike Growth
- Warding Bond
- Web
- 3rd Level
- Animate Dead
- Aura of Vitality
- Beacon of Hope
- Call Lightning
- Clairvoyance
- Create Food & Water
- Daylight
- Dispel magic
- Feign Death
- Fireball
- Glyph of Warding
- Leomund’s Tiny Hut
- Lightning Bolt
- Magic Circle
- Major Image
- Meld Into Stone
- Nondetection
- Plant Growth
- Protection from Energy
- Remove Curse
- Revivify
- Sending
- Sleet Storm
- Stinking Cloud
- Water Breathing
- Water Walk
- Wind Wall
- 4th Level
- Aura of Life
- Aura of Purity
- Arcane Eye
- Banishment
- Blight
- Control Water
- Death Ward
- Dimension Door
- Evard's Black Tentacles
- Fabricate
- Fire Shield
- Freedom of Movement
- Grasping Vine
- Greater Invisibility
- Hallucinatory Terrain
- Ice Storm
- Leomund’s Secret Chest
- Mordenkainen's Private Sanctum
- Polymorph
- Otiluke's Resilient Sphere
- Stone Shape
- Stone Skin
- Wall of Fire
- 5th Level
- Animate Objects
- Antilife Shell
- Bigby’s hand
- Cloudkill
- Cone of Cold
- Conjure Elemental
- Creation
- Dispel Evil & Good
- Greater Restoration
- Hold Monster
- Mass Cure Wounds
- Mislead
- Modify Memory
- Passwall
- Planar Binding
- Raise Dead
- Rary's Telepathic Bond
- Scrying
- Seeming
- Teleportation Circle
- Wall of Force
- Wall of Stone
- 6th Level
- Arcane Gate
- Blade Barrier
- Chain Lightning
- Contingency
- Create Undead
- Disintegrate
- Drawmij's Instant Summons
- Find the Path
- Forbiddance
- Globe of Invulnerability
- Guards & Wards
- Harm
- Heal
- Heroes’ Feast
- Magic Jar
- Move Earth
- Otiluke's Freezing Sphere
- Programmed Illusion
- Sunbeam
- True Seeing
- Wall of Thorns
- 7th Level
- Delayed Blast Fireball
- Firestorm
- Forcecage
- Mirage Arcane
- Mordenkainen's Magnificent Mansion
- Mordenkainen's Sword
- Plane Shift
- Prismatic Spray
- Project Image
- Regenerate
- Reverse Gravity
- Sequester
- Symbol
- Teleport
- 8th Level
- Antimagic Field
- Clone
- Control Weather
- Demiplane
- Earthquake
- Glibness
- Incendiary Cloud
- Maze
- Power Word Stun
- Sunburst
- Telepathy
- Tsunami
- 9th Level
- Foresight
- Gate
- Imprisonment
- Mass Heal
- Meteor Swarm
- Power Word Heal
- Power Word Kill
- Prismatic Wall
- Shapechange
- Storm of Vengeance
- True Polymorph
- Wish
Multiclassing
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
Back to Main Page → 5e Homebrew → Classes