Base Class: Wizard
Though most wizards know and respect the power held in arcane symbols, runes and the written word, few study it as intensely and actively as the ones who follow the School of Semiosis. These wizards focus their arcane studies on the power of runes, and the possibilities they hold, as well as the study of the meaning behind various symbols and signs.
Semiotician wizards may work as anthropologists or archeologists, studying long lost civilizations and the meaning of their symbols, or as something as simple as a grammar teacher.
Semiotician's Prowess
Beginning when you select this tradition at 2nd level, you’ve begun studying the ancient tradition of semiosis - the study of symbols, runes and signs. You learn three languages of your choice, and have advantage on any Intelligence (History) or Intelligence (Arcana) checks you make to discern the meaning or origin of a symbol or rune you encounter.
Caster's Glyph
Also at 2nd level, you’ve learnt how to create arcane symbols which you can use to channel your magic through. As a bonus action, you can summon a Caster’s Glyph at a spot you can see within 30 feet of you, which can be on the floor, on a wall or on the roof. The Caster’s Glyph takes up a 5-foot radius, and is visibly magical, emitting dim light out to a range of 5 feet. While you’re within 30 feet of the Caster’s Glyph, you can cast any of your wizard spells as if you were standing within it, but you must use your own senses. If a friendly creature stands within the glyph’s area, you can make any spell with a range of self affect that creature instead. Casting concentration spells through the glyph requires you to maintain concentration as normal.
A Caster’s Glyph lasts for 10 minutes, until you are killed, until you choose to dismiss it (requires no action by you), or until you summon a new glyph.
You can use this feature a number of times equal to your Intelligence modifier per long rest.
Shielding Symbols
At 6th level, you’ve learned how to use the innate magic held within your glyph to shield your allies. Any ally that stands within the radius of your Caster's Glyph when you cast a spell from it gains temporary hit points equal to 1 + twice the level of the spell. Casting a cantrip through the glyph can grant a maximum of 2 temporary hit points.
Sage's Eye
At 10th level, your immense knowledge of arcane symbols, iconography and mind-bending patterns has granted you a greater resistance to the effects of illusory magic and a knack for discerning their true nature. You have advantage on saving throws made against illusion spells, and have advantage on Intelligence (Investigation) checks made to notice and see through illusions.
Glyph Mastery
At 14th level, you’ve mastered your Caster’s Glyph. When you use your bonus action to summon a Caster’s Glyph, you can choose to summon two glyphs instead of one. Each glyph appears in different locations within 30 feet of you. When you cast a spell through a glyph, you can cast it from either of the glyphs.
Additionally, as long as you’re not incapacitated, you or a friendly creature within the area of one of your glyphs can spend 5 feet of movement to teleport to an unoccupied space within the area of the other glyph (no action required).
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