Wizard
Base Class: Wizard

Runes are the tools of the trade for a Runemage. Being the source of their power and their own language, the runes they use influence the magic Runemages cast in unusual ways. Some draw strength from tattoos or inscribings on their bodies, whereas some carry around spellbooks enhanced with these runes that they channel their magic through. Many Runemages are fascinated with historical magics and travel to ruins, studying them and either protecting them or drawing the magic out of them for themself. 

Runemage Features

Wizard Level 

Features 

 2nd

Words of Power, Words of Protection

 6th

Words of Help

 10th

 Words of Enhancement

 14th

Words of Absorption 

 

Words of Power

2nd-level Runemagic feature

Starting at 2nd level when you choose this school, you can channel the Runes inscribed on your body to cast your spells. You can use the runes as a spellcasting focus and can have runes equating to one of each level of spell you can cast. These spells can be cast even when you don't have your spellbook and count as always prepared and do not count against the number of spells you can prepare that day. 

It takes a 8 hours to replace these runes, this time does not count as a long rest as you must focus on re-inscribing your runes. 

Words of Protection

2nd-level Runemagic feature

From 2nd level, you can use your runes for protection. You can use a bonus action to hold your hand over a part of your body, or on the body of another creature, and conjure a protection rune. This rune lasts for one minute unless removed by a dispel magic or counterspell. You may only have one protection rune active at a time. 

While this rune is active, the creature who possesses it gains a bonus to AC equal to your Intelligence ability modifier. 

You can use this a number of times equal to your proficiency bonus and you gain all uses back on a long rest or you can sacrifice a spell slot of 1st level or higher to gain an additional use.

 

Words of Help

6th-level Runemagic  feature

At 6th level, you gain the ability to enhance yourself or your allies' abilities with your runes. As an action, you can cast a rune on yourself or a friendly creature sacrificing a spell slot to do this. The ability of this rune equals the spell slot sacrificed. When you sacrifice a spell slot beyond 5th level, you can chose any of the abilities to take effect.


1st. The creature gains an extra 1d10 to the next damage it deals 


2nd. The creature gains an extra 2d10 to the next damage it deals 


3rd. The creature gains a 1d8 to its next ability check or saving throw


4th. The creature gains a 2d8 to its next ability check or saving throw


5th. The creature gains advantage on its next attack, saving throw or ability check.

 

Words of Enhancement

10th-level Runemagic feature

At 10th level, you gain the ability to study a person and inscribe them with a rune that enhances their abilities. During a short rest, you can take some time to study the abilities of an ally. Once you have spent a short rest doing this, you can inscribe a rune on them. This rune is magical and so does not hurt when applied.

This rune gives them a +2 to their primary class ability base score for the next 8 hours, and can take a creature over 20. For example, a cleric would gain +2 to their wisdom and if their wisdom was 20 this would increase to 22. If a class has more than one primary ability, such as constitution and strength for a barbarian, you can choose which ability to enhance. In addition to this, they gain +2 to their AC and an extra 10ft to their movement. 

You can use this ability once per long rest and the rune can be dispelled with a 6th level or higher dispel magic or a wish spell.

Words of Absorption

14th-level Runemagic feature

From 14th level, your study of runes helps you understand the very foundations of magic and can use these runes to help protect yourself or an ally from damage. You can take 1 minute to inscribe a rune onto yourself or an ally. For the next 8 hours, unless dispelled with a level 8 dispel magic or a wish spell, the creature has resistance to up to 2 types of damage or immunity against 1. A creature cannot possess the Words of Absorption rune and the Words of Enhancement rune or more than one Words of Absorption rune at the same time.

Once per round, if the creature succeeds on a saving throw against the type of damage they are resistant or immune to due to this ability, they can heal the amount equal to the damage they would have taken on a success without the resistance or immunity. 

You can use this ability a number of times equal to a third of your wizard level rounded down. 

You regain all uses back on a long rest.  

 

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