Base Class: Wizard
Wizards who study Rune Magic, enhance their spellcasting through the ancient power of runes. Though the tradition originated with the giant rune casters of old, runecraft magic has expanded to encompass countless languages and practitioners across different worlds. For many of those Rune Mages, the runes they wield are as every bit unique and personal as their spellbook. Some strive to honour the practice’s origins among the giants, engraving their runes on decorative stones that adorn their spellcasting implements, while others messily scribble their runes on scraps of paper.
This is my re-balance of the Runecrafter wizard, presented in the recent Giant Options Unearthed Arcana.
Eyes of the Runekeeper
At 2nd level, your study of runecraft has unlocked the ability to decode runes and languages, regardless of their origin; you can read all writing. You also learn Giant, or another language if you already know Giant.
Runic Empowerment
Beginning at 2nd level, you can use the power of ancient runes to empower your spells. Your knowledge of these runes is stored in your spellbook, though you determine the runes’ cosmetic appearance. For example, your runes could be engraved into the cover of your spellbook, glowing whenever you cast a spell, or you could work the shape and meaning of the runes directly into a spell’s somatic and verbal components. When you cast a spell using a spell slot, you can invoke one of the following runes:
Life Rune. This rune hastes regeneration, and soothes wounds. When you invoke this rune, choose one creature that is affected by the spell. The chosen creature gains hit points equal to twice the level of the spell slot expended.
War Rune. This rune hastes death, and unsettles those marked by it. When you invoke this rune, choose one creature that is affected by the spell. Until the end of your next turn, attack rolls that target the chosen creature gain a bonus equal to half the level of the spell slot expended (rounded down, minimum of +1).
Wind Rune. When you invoke this rune, choose one creature that is affected by the spell. Its speed increases by a number of feet equal to 5 times the level of the spell slot expended, and its movement doesn’t provoke opportunity attacks. These benefits last until the start of your next turn.
You can invoke no more than one rune per spell. You can use this feature a number of times equal to your intelligence modifier ({{modifier:int}}), and you regain all expended uses when you finish a long rest.
Sigils of Warding
Starting at 6th level, you can call on a rune of protection to guard yourself against threats. When you fail a Strength or Constitution saving throw, you can expend one use of your Runic Empowerment and reroll the save.
Runekeeper's Curse
Starting at level 10, you're an expert at using runes to shape the fate of others. As a bonus action, you can expend one of the uses of Runic Empowerment, and cause the rune of hatred to appear above one creature within a 60-foot radius of you. For 1 minute, the creature has disadvantage on saving throws against your spells, it emits bright light within a 30-foot radius, can't benefit from the invisible situation, and when you or another creature damage it, it is dealt another 1d8 force damage. It can only be dealt that damage once in a round.
One with the Runes
Starting at 14th level, Your understanding of runecraft has grown immensely. Whenever you use your Arcane Recovery feature, you also regain half of your expended uses of Runic Empowerment, rounded down.
Previous Versions
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