Below are just a few of the options available for glyphs. Many of these were taken from the RAW magic items. If a character wants to make a glyph to do a specific thing, a new glyph can be made! | **Glyph** | **Rarity** | **Cost** | **Requirement** | **Attunement** | **Standard** | **Effect** | | -------------------------------------------- | ---------- | -------- | --------------- | -------------- | ------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Rune of Proof against Detection and Location | Rare | | | x | x | While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors. | | Rune of the Planes | Very Rare | | | x | x | While wearing this, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the Plane Shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence. | | Rune of Health | Rare | | | | x | Your Constitution score is 19 while wearing this. It has no effect on you if your Constitution is already 19 or higher. | | Glyph of Dwarvenkind | Rare | | | x | x | While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20, You have advantage on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one. If you aren’t a dwarf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against poison, and you have resistance against poison damage, You have darkvision out to a range of 60 feet, You can speak, read, and write Dwarvish. | | Glyph of Giant Strength | Varies | | | x | x | As per Belt of Giant Strength in DMG. | | Glyph of Elvenkind | Uncommon | | Boots | | x | While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. | | Glyph of Levitation | Rare | | Boots | x | x | While you wear these boots, you can use an action to cast the Levitate spell on yourself at will. | | Glyph of Speed | Rare | | | x | x | While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. | | Glyph of Springing and Striding | Uncommon | | Boots | x | x | While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. | | Glyph of the Winterlands | Uncommon | | | x | x | These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit. | | Glyph of Archery | Uncommon | | Bracers | x | x | While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. | | Glyph of Defense | Rare | | | x | x | While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. | | Glyph of Shielding | Uncommon | | | x | x | While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the Magic Missilespell. | | Glyph of the Mountebank | Rare | | Cape | | x | This cape smells faintly of brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can’t be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. | | Glyph of Blasting | Uncommon | | | | x | While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn. | | Glyph of Arachnida | Very Rare | | | x | x | While wearing it, you gain the following benefits: You have resistance to poison damage.<br>You have a climbing speed equal to your walking speed.<br>You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.<br>You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain.<br>You can use an action to cast the Web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn. | | Glyph of Displacement | Rare | | | x | x | While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move. | | Glyph of Elvenkind | Uncommon | | | x | x | While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. | | Glyph of Protection | Uncommon | | | x | x | You gain a +1 bonus to AC and saving throws while you wear this cloak. | | Glyph of the Bat | Rare | | Cloak | x | x | While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast Polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn. | | Glyph of the Manta Ray | Uncommon | | Cloak | | x | While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. | | Glyph of Ogre Power | Uncommon | | | x | x | Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. | | Glyph of Missile Snaring | Uncommon | | Gloves | x | x | These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you’re wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. | | Glyph of Swimming and Climbing | Uncommon | | Gloves | x | x | While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. | | Glyph of Disguise | Uncommon | | | x | x | While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. | | Glyph of Intellect | Uncommon | | | x | x | Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. | | Glyph of Brilliance | Very Rare | | Helm | x | x | This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: You can use an action to cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. As long as the helm has at least one ruby, you have resistance to fire damage. As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. | | Glyph of Comprehending Languages | Uncommon | | | | x | Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. | | Glyph of Telepathy | Uncommon | | | x | x | While wearing this helm, you can use an action to cast the Detect Thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the Suggestion spell (save DC 13) from the helm on that creature. Once used, the Suggestion property can’t be used again until the next dawn. | | Glyph of Teleportation | Rare | | | x | x | This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the Teleport spell from it. The helm regains 1d3 expended charges daily at dawn. | | Glyph of Spell Resistance | Rare | | | x | x | You have advantage on saving throws against spells while you wear this cloak. | | Glyph of Adaptation | Uncommon | | | x | x | While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as Cloudkill and Stinking Cloud effects, inhaled poisons, and the breath weapons of some dragons). | | Glyph of Immunity | Uncommon | | | | x | You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. | | Glyph of Proof against Poison | Rare | | | | x | This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the Poisoned condition and have immunity to poison damage. | | Glyph of Wound Closure | Uncommon | | | x | x | While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. | | Glyph of Animal Influence | Rare | | | | x | While you’re wearing this armor, you can speak its command word as an action to gain the effect of the Etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn. Animal Friendship (save DC 13), Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower, Speak with Animals | | Glyph of Elemental Command | Legendary | | | x | x | As per the Ring of Elemental Command in the DMG. | | Glyph of Evasion | Rare | | | x | x | This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. | | Glyph of Feather Falling | Rare | | | x | x | When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. | | Glyph of Free Action | Rare | | | x | x | While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be Paralyzed or Restrained. | | Glyph of Invisibilty | Legendary | | | x | x | While wearing this ring, you can turn Invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. | | Glyph of Jumping | Uncommon | | | x | x | While wearing this ring, you can cast the Jump spell from it as a bonus action at will, but can target only yourself when you do so. | | Glyph of Mind Shielding | Uncommon | | | x | x | While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication | | Glyph of Protection | Rare | | | x | x | You gain a +1 bonus to AC and saving throws while wearing this ring. | | Glyph of Regeneration | Very Rare | | | x | x | While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. | | Glyph of Resistance | rare | | | x | x | You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly. | | Glyph of Shooting Stars | Very Rare | | | x | x | As per the Ring of Shooting Stars in the DMG. | | Glyph of Spell Storing | Rare | | | x | x | As per the Ring of Spell Storing in the DMG. | | Glyph of Spell Turning | Legendary | | | x | x | While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. | | Glyph of Swimming and Climbing | Uncommon | | | | x | You have a swimming speed of 40 feet while wearing this ring. | | Glyph of Telekinesis | Very Rare | | | x | x | While wearing this ring, you can cast the Telekinesis spell at will, but you can target only objects that aren’t being worn or carried. | | Glyph of the Ram | Rare | | | x | x | This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. | | Glyph of Three Wishes | Legendary | | | | x | While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the Wish spell from it. The ring becomes nonmagical when you use the last charge. | | Glyph of Warmth | Uncommon | | | x | x | While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit. | | Glyph of Water Walking | Uncommon | | | | x | While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. | | Glyph of X-ray Vision | Rare | | | x | x | While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of Exhaustion. | | Glyph of Eyes | Rare | | | x | x | As per the Robe of Eyes in the DMG | | Glyph of Scintillating Colors | Very Rare | | Robe | x | x | This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become Stunned until the effect ends. | | Glyph of Stars | Very Rare | | | x | x | This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. | | Glyph of the Archmagi | Legendary | | Robe | x | x | As per the Robe of the Archmagi in the DMG. | | Glyph of Altertness | Very Rare | | | x | x | Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. Spells. While holding the rod, you can use an action to cast one of the following spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or See Invisibility. Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any Invisible hostile creature that is also in the bright light. The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn. | | Glyph of Rulership | Rare | | | x | x | You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be Charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can’t be used again until the next dawn. | | Glyph of Security | Very Rare | | Rod | | x | While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed. | | Glyph of Spider Climbing | Uncommon | | Boots | x | x | While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil. | | Glyph of the Wing | Uncommon | | Boots | x | x | While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren’t in use. | | Glyph of Flying | Rare | | Cloak | x | x | While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can’t use them again for 1d12 hours. |