Base Class: Wizard
The rune carver masters a unique spellcasting style based on small engraved stones. They can create symbols to hold spells, make them stronger, and even conjure runes to cast other spells. The main trap of their methods is that it can sometimes be difficult to find the right rune. They are highly respected in many cultures and seen as prophets or protectors of small communities.
Sigil Crafter
At 2nd level you become proficient with your choice of Calligrapher’s supplies, woodcarver’s tools or mason's tools. Whichever you choose, your proficiency bonus is doubled for any check you make that uses this tool proficiency.
Cartographer's Tools
You have a proficiency with cartogapher's tools.
Mason's Tools
You have a proficiency with mason's tools.
Woodcarver's Tools
You have a proficiency with woodcarver's tools.
Expanded Spellcasting
Your spelllist is expanded with artificer spelllist
Rune Carver
You can inscribe runes to enhance your magic.
You learn number of rune techniques equal to 1+proficiency bonus. You can create a number of runes equal to your intelligence modifier.
When you scribe a spell on a rune, this spell is scribed at the lowest possible level, you must provide all material components required for the spell to be cast and the rune is consumed after casting the spell.
- Rune of Storing: You can inscribe up to two spells on an item. While wearing this item, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. This item can store up to 5 levels worth of spells at a time
- Rune of Iron: You can inscribe this rune on a weapon and turn it into +1 weapon.
- Rune of Protection: You can inscribe this rune on your clothing turning you AC to 10+Dexterity modifier+Intelligence modifier
- Rune of Elements [7th level]: You can inscribe this rune on a weapon. With it this weapon deals 1d4 damage of chosen type (except slashing, piercing, or bludgeoning)
- Trap Rune: You place this glyph on an object. After any creature touches it, it has to make Dexterity saving throw against you spell save DC, or the rune explodes, making it stunned for 1 turn.
- Elemental Trap: You place this glyph on an object. After any creature touches it, it has to make Dexterity saving throw against you spell save DC, or the rune explodes, dealing 2d6 damage of chosen type (except slashing, piercing, or bludgeoning).
- Rune of Enhancement: You can create this rune on an item and choose one ability. While wearing this item you can add you intelligence modifier to every skill check with this ability.
- Rune of Health: You can create this rune on an item. While wearing this item you can add one hit point per level to your hit points.
- Rune of Blood [7th level]: You can create this rune on an item. While wearing this item you can regain 2d4 hit points after you reduce creature's hit points to 0.
- Rune of Revenge [7th level]: You can create this rune on an item. While wearing this item you can regain 1d4+Rune Carver Intelligence modifier by hitting, with a weapon, creature that has hit you the turn before.
- Rune of Elemental Protecton [7th level]: You can create this rune on an item. While wearing this item you get a resistance to chosen type of damage (except slashing, piercing, or bludgeoning)
- Rune of Haste [7th level]: You can create this rune on an item. While wearing this item you can make an additional weapon attack, as a part of your attack action.
- Rune of Charm [7th level]: You can create this rune on an item. While wearing this item you have advantage on saving throws against being charmed, or frightened.
- Rune of Healing: You can create this rune on an item, and use it, as an action, to heal any creature by 2d4+your Intelligence modifer.
- Rune of Sight: You can create this rune on an item, or an object. As an action you can focus on it and see its surroundings.
- Rune of Magical Mastery [14th level]: You can create this rune on an item. While wearing this item you have advantage on your spell attack rolls, and targets have a disadvantage on their saving throws.
Glyph of Warding
At 6th level, you add the Glyph of Warding spell to yur spellbook if it is not there already. You always have it prepared and it doesn't count against the number of spells you can prepare each day. You can cast Glyph of Warding without expending a spell slot and without providing its material components once per long rest.
Whenever you cast Glyph of Warding or Inscribe a rune, it has additional benefits:
- Creatures have disadvantage on skill checks related to spot, identify and dispell your Runes.
- You can change the spell stored on it as part of a short rest, provided you can touch it and you have the material components to cast the spell.
Runestone Conjuring
From 10th level onwards, you gain the ability to create temporary Runestones.
As an action, you can spend a spell slot of 2nd level or higher. When you do, make a DC 12 Intelligence (Arcana) check. On a success you conjure a Runestone containing any spell you don't know from any class list. You have disadvantage on the check if the spell isn't from the wizard spell list.
The spell level of the temporary Runestone is equal to the level of the slot you spent minus 1. The Runestone exists until you use it, when it vanishes in a flash after the spell ends. The stone also disappears if it enters an antimagic field, or the spell dispel magic is cast in it.
You can have temporary stones up to your Intelligence modifier (minimum of one), per long rest.
Eyes of the Rune Reader
At 14th level, you understand all written languages after concentrating on it for a minute, have advantage on all perception checks related to traps or magic, and can’t be blinded.
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