Jewelry

Glyph of Acid

The wearer gains 1 DR vs acid

Anytime the wearer deals acid damage, the damage is increased by 1.


Glyph of Air

The wearer gains 1 DR vs air

Anytime the wearer deals air damage, the damage is increased by 1.


Glyph of Authority

The wearer’s willpower is increased by 1.

Requires 8 glyphs:

The wearer gains +1 to intimidation and persuasion rolls.


Glyph of Beasts

Requires 8 Glyphs:

All Nature, Dragon, Kraken, and Tiger glyphs on the wearer gain +1 to their glyph multiplier.

Requires 16 Glyphs:

All Nature, Dragon, Kraken, and Tiger glyphs on the wearer gain +2 to their glyph multiplier.


Glyph of Blood

The wearer gains 1 level of hemorrhaging that cannot be cured.


Glyph of Day

Requires 16 glyphs:

All benefits from glyphs of the sun are doubled for the wearer.

This does not stack with additional pieces of jewelry


Glyph of Death

Killing anything for 50 EXP or more grants the wearer 1 death point.

Asa full action, the wearer can spend 10 death points to inflict a target with the doomed status.

More glyphs grant more points per kill. 

Any additional pieces of jewelry with 16 glyphs of death allow this ability to affect an additional target.


Glyph of Disease

The wearer gains 1 DR vs disease

Anytime the wearer deals disease damage, the damage is increased by 1.


Glyph of Earth

The wearer gains 1 DR vs earth

Anytime the wearer deals earth damage, the damage is increased by 1.


Glyph of Electricity

The wearer gains 1 DR vs electricity

Anytime the wearer deals electric damage, the damage is increased by 1.


Glyph of Fire

The wearer gains 1 DR vs fire

Anytime the wearer deals fire damage, the damage is increased by 1.


Glyph of Healing

Whenever you heal a target, they are healed for 1 additional health.

Whenever you receive healing, it is increased by 1 health.


Glyph of Ice

The wearer gains 1 DR vs ice

Anytime the wearer deals ice damage, the damage is increased by 1.


Glyph of Life

The wearer’s health is increased by 10.


Glyph of Magic

The wearer gains 1 DR vs magic

Anytime the wearer deals magic damage, the damage is increased by 1.

The wearer’s maximum magic is increased by 2


Glyph of Nature

The wearer can sense all beasts within 5 ft() of them. 

Additional pieces of jewelry with this glyph add to the range.


Glyph of Night

Requires 16 glyphs:

All benefits from glyphs of the moon are doubled for the wearer.

This does not stack with additional pieces of jewelry


Glyph of Obedience

Requires 8 Glyphs: 

When using a weapon with glyphs of obedience, you have +2 to your intellect roll. 

Requires 16 glyphs:

When using a weapon with glyphs of obedience, if you succeed the intellect roll you can choose a second target and use the ability again for no cost.

Additional pieces of jewelry allow this to chain, up to 5 targets.


Glyph of Perseverance

Once per day when an ally makes a death save you can spend a free action to grant them +1 on the roll.

More glyphs increase the roll bonus given.


Glyph of Poison

The wearer gains 1 DR vs poison

Anytime the wearer deals poison damage, the damage is increased by 1.


Glyph of Power

Requires 16 glyphs:
All glyph enchantments on this jewelry have their multiplier increased by 2


Glyph of Purification

The wearer takes 5 less damage from undead and monstrosities.


Glyph of Sonic

The wearer gains 1 DR vs sonic

Anytime the wearer deals sonic damage, the damage is increased by 1.


Glyph of Soul

The wearer gains +1 to rolls vs horrified. 

Requires 16 glyphs:

Ghosts and spirits cannot pass through the wearer


Glyph of Spirit

The wearer can see all invisible undead within 10 ft()

Requires 16 Glyphs:

The wearer gains advantage on knowledge rolls to inspect the undead and learn of any weaknesses they may have.


Glyph of Storms

Requires 16 glyphs:

Anytime you use an ability, such as a smite or blessing, that affects a single target it can affect an additional target.


Glyph of Strength

The wearer gains +1 inventory slot.


Glyph of the Djinn

Once per day, the wearer can grant a target +1 to a chosen attribute for 24 hours.

More glyphs allow for more casts and increase the bonus to the attribute.

This cannot be used on the same target within 24 hours.

Requires 16 glyphs:

Sacrificing the jewelry and all glyphs allows the user to cast Djinn's Wish at no additional cost.


Glyph of the Dragon

If the wearer has a weapon enchanted with glyphs of the dragon, the dash ability allows them to move 5 feet further.


Glyph of the King

Whenever the wearer deals order damage, they deal an additional 10 order damage.


Glyph of the Kraken

The wearer gains +1 to all grapple rolls.

While grappling a target, the target gains 1 level of bleeding each rotation.

While being grappled, the attacker gains 2 levels of bleeding each rotation.


Glyph of the Moon

As a swift action, the wearer inflicts 2 levels of Fragile on a target.

This can be used twice per encounter and counts as a CL 1 universal spell.


Glyph of the Queen

Anytime the wearer uses the smite ability from glyphs of the king, an additional target within sight takes 10 order damage.

Additional glyphs increase the number of targets and the damage dealt. 


Glyph of the Sun

Whenever the wearer takes damage, they can spend a free action to counter with a bolt of fire. If successful, the target takes D10 fire damage and is ignited.

This is treated at a CL 1 evocation spell.


Glyph of the Tiger

The wearer gains +1 to intimidation rolls.


Glyph of Unity

The wearer gains +5 maximum health, maximum max, and +5 DR.


Glyph of Water

The wearer gains 1 DR vs water

Anytime the wearer deals water damage, the damage is increased by 1.


Glyph of Zix'Muro

For 2 full actions, the wearer can lay their hands on an ally and heal them for 10 health. 

For 1 rotation after, the target is not affected by any negative status effects.

Additional glyphs only increase the health restored.