Glyphologist (4e Class)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: The effects of Activate Glyph are poorly worded. I'm also not sure how Invoke is supposed to work, see talk page.

You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Recycle.png This page was marked as abandoned on 06:59, 1 August 2019 (MDT) because: As per above. Untouched for over 2 years. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages


Magic is the perfect artistic medium.
Class Traits
Role: Striker. Your power is incredible even if it takes you longer to prepare than most classes. By invoking various elements at once, you can create attacks that many couldn’t even conceive.
Power Source: Arcane. You create glyphs to invoke the power of the elements. These glyphs can then be activated at will.
Key Abilities: Charisma, Dexterity, Intelligence
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple Ranged, Dagger, Shortspear, Shortword
Implements: Wands, Staves
Bonus to Defense: +1 Will +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Arcane.  From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Bluff (CHA), Dungeoneering (WIS), History (INT), Insight (WIS), Nature (WIS), Perception (WIS), Thievery (DEX)
Build Options: Detailed Artist, Abstract Artist
Class Features: Invoke Elements, Invoke Commands, Artist's Affinity, Glyph Manipulation

Glyphologists are people who have gained the ability to summon various elements by creating glyphs that represent each element. This gives them the ability to mix elements more easily and grants greater control over elements by using command glyphs. Glyph making is an acquired skill based on wizardry. The main difference between the two is the power of the spells performed. Glyphologists have to spend time creating their own glyphs and summoning them before they can properly invoke their spells, but their spells seem to have more power in them than most wizard spells.

Glyphologist glyphs do not have any set format. Each individual creates their own glyphs as a representation of the element they are conjuring. In truth the glyphs are simply built up potential energy that a glyphologist commands with his mind. Most glyphologists are very artistic and it shows in the glyphs they create.

Glyphologists usually start their training as wizards and become glyphologists as an extension as either their artistic nature or their affinity for elemental magic. However, a few glyphologists are trained by masters directly to become glyphologists.

Glyphologist Overview

Characteristics: Glyphologist are usually very artistic and tend to value beauty above most things. Of course, beauty is in the eye of the beholder so what exactly a glyphologist values varies from person to person. Most glyphologists are very intelligent and well read, being trained in wizardry, but they are also typically very idealistic about the world.
Religion: Glyphologists tend to worship Corellon, but their deities often vary depending on their personal opinions regarding beauty. For example, a glyphologist who sees beauty in nature might worship Melora, and a glyphologist who finds beauty in architecture might worship Erathis.
Races: Humans and Eladrin are the most common of races to become glyphologists, but occassionally a Tiefling or Half-Elf will become glyphologists out of a taste for fine art.

Creating a Glyphologist[edit]

Glyphologists are useful for their adaptability, but they tend to focus either on single enemies or wiping the field.

Detailed Artist[edit]

A Detailed Artist doesn't get started on another target until the first one is finished. They focus on enemies individually by using spells that deal more or lasting damage to single targets.

Suggested Feat: (Any feat that increases a type of damage ie:Astral Fire) (Human Feat:Improved Initiative)
Suggested Skills: Insight, Perception, Thievery
Suggested At-Will Powers: Liquid Bullet, Chill
Suggested Encounter Power: Air Blade
Abstract Artist[edit]

An Abstract Artist focues in large splashes and strokes of magic that hit multiple targets at once. They call it abstract so they feel a bit less guilty about nearly killing their allies.

Suggested Feat: (Any feat that increases a type of damage ie:Astral Fire) (Human Feat:Improved Initiative)
Suggested Skills: Bluff, Insight, Perception
Suggested At-Will Powers: Fireball, Gust
Suggested Encounter Power: Chilling Wind

Glyphologist Class Features[edit]

All glyphologists share these class features.

Invoke Elements: Your power must be focused into glyphs before you can really make use of them. Different glyphs invoke the powers of unique elements. You gain the Invoke Elements at-will power. Powers can only be activated after invoking certain elements. Certain powers can also be augmented by various elements. You also do not gain daily powers. Instead you gain two at-will powers at 1st level and a new at-will power at 5th level. At 7th level and higher, you can replace an at-will power with one of a higher level.

Invoke Elements Glyphologist Class Feature
You create a special glyph Invoking elemental power.
At-Will Star.gif Arcane, Conjuration
Minor Action Personal
Effect: You create an elemental glyph of Fire, Water, Wind, Stone, Light, Darkness, Ice, or Lightning on either one of your hands or feet. The glyph lasts until you use it as an invoke cost for a spell or until the end of the encounter. This action provokes oppurtunity attacks.

Invoke Commands: Although it’s true that you have great control over the elements you summon regularly, by invoking certain command glyphs as well you gain even greater control. You gain the Invoke Commands at-will power. Command glyphs can be expended as a free action when using an glyphologist attack power in order to grant the following bonuses to the attack. Only one command glyph (excluding augmentations listed on the attacks) can be used during a turn.

Focus: Increase the damage dice size by one (limit D12).

Spread: Increase the attack area or number of targets by one.

Surround: Decrease the number of damage dice by one and deal ongoing damage of the attack’s type to the enemy equal to ½ of the damage dealt (rounded down). (save ends.)

Trap: The attack is delayed and can be used as an immediate interrupt at any time.

Blade: Increase the number of damage dice by one.

Wall: The attack becomes a close burst 1 and hits each creature in burst. Additionally you gain a +1 to all defenses until the beginning of your next turn.

Invoke Commands Glyphologist Class Feature
You create a special glyph Invoking elemental power.
At-Will Star.gif Arcane, Conjuration
Minor Action Personal
Effect: You create a command glyph of Focus, Spread, Surround, Trap, Blade, or Wall on either one of your hands or feet. The glyph lasts until you expend it or until the end of the encounter. You can also invoke a command glyph on a hand or foot that has an elemental glyph already on it. In this case the glyph is expended when the elemental glyph is expended, but still adds its bonus to a spell cast. Command glyphs do no grant bonuses if they are part of a required invoke cost. This action provokes oppurtunity attacks.

Glyphic Paint: You can paint glyphs onto solid objects by using a bit of extra magic. You gain the Transfer Glyphs power.

Transfer Glyphs Glyphologist Class Feature
You create a special glyph Invoking elemental power.
At-Will Star.gif Arcane, Conjuration
Minor Action Personal
Effect: You move a glyph to a solid object. This glyph can be used to pay invoke costs and cast the spells using its square as an origin square. If a spell requires multiple glyphs, they must all be in the same square. These glyphs last until either they are invoked or the end of the encounter. You can only have a number of active glyphs equal to 4+your charisma modifier+half level.

Elemental Affinity:Glyphologists use their power by projecting glyphs of power from their hands and feet. These glyphs are based on an glyphologists own mind and are therefore subject to the glyphologists affinity for certain elements, which changes from day to day. At the end of an extended rest you can choose up to two elements from your invoke elements at-will power. You gain a +1 enhancement bonus to powers using these elements. You can also choose one element and instead gain a +2 enhancement bonus to powers using that element. At 11th level you can choose three elements and at 21st level you can choose four elements.

Activate Glyph Glyphologist Class Feature
You activate a glyph using only its residual magic for a lesser, but still useful, effect.
At-Will Star.gif Arcane, Conjuration
Minor Action Personal/Ranged 10
Requirement: Invoke Cost: Any glyph
Effect: See below.

Elemental Glyphs

Fire: Create a 1ft diameter flame that burns for 10 minutes.

Ice: Create a square of cold. Any creature that moves into the square must immediately stop its movement. Lasts 1 round.

Water: Create a litre of water.

Lightning: Any lightning attack that passes into the square with the activated glyph grounds into the glyph. Lasts for 3 rounds.

Wind: Create a gust of wind able to shift objects equal in lbs to character level x3.

Stone: Create a rock of lbs equal to character level.

Light: Illuminates 1 square with dim light.

Darkness: Extinguish all sources of light in a 5 sq close burst.

Command Glyphs

Focus: Gain +1 to your next mental test.

Spread: All creatures in a 3 square close burst are pushed 1 square directly away from the character.

Surround: Create an invisible, solid barrier in a 3 square close burst centered on the caster with 10 hp. Lasts 1 round.

Blade: Create an invisible dagger. Lasts 3 rounds.

Trap: Create an invisible trap that, if activated, immediately restrains a single creature in it's square. Lasts 1 round once activated.

Wall: Create a 3 square long solid barrier of light of a colour determined by the caster and 10 hp. Lasts 1 round.

Ritual Casting[edit]

You gain the Ritual Caster feat as a bonus feat. You possess a book containing 3 level 1 rituals. you can gain more rituals as per normal.


A glyphologist's powers are called spells and are a glyphololgist must use glyphs in order to activate them. Glyphs are expended as an invoke cost when a power requiring them is used. Glyphs are also expended when used to augment a power. A list can be found Glyphologist Powers (4e Power List).

Back to Main Page4e HomebrewClasses, Paragon Paths, and Epic DestiniesClasses

Home of user-generated,
homebrew pages!

admin area
Terms and Conditions for Non-Human Visitors