Base Class: Wizard
My personal update the recent UA Runecrafter Wizard. I did not change much but what I did change impacts how often the features can used and makes the capstone a bit more useful as it seems a bit too limited for something of that level.
*Please feel free to remark on the changes which will be bolded in red.*
Runes of Understanding
2nd-Level Runecrafter Feature
Your study of runecraft has unlocked the ability to decode runes and languages, regardless of their origin; you always have comprehend languages prepared, you can cast it without expending a spell slot, and the spell doesn’t count against the number of spells you have prepared
Runic Empowerment
2nd-Level Runecrafter Feature
When you choose this subclass, you learn how to amplify your magic through the application of various runes. 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. When you invoke this rune, choose one creature you can see within 30 feet of you (you can choose yourself). The chosen creature gains temporary hit points equal to 5 times the level of the spell slot expended.
War Rune. When you invoke this rune, choose one creature you can see within 30 feet of you. 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 up, minimum of +1).
Wind Rune. When you invoke this rune, your speed increases by a number of feet equal to 5 times the level of the spell slot expended, and your 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 twice your proficiency bonus, and you regain all expended uses when you finish a long rest.
Sigils of Warding
6th-Level Runecrafter Feature
You can call on a rune of protection to guard yourself against threats. When you fail a Strength, Dexterity, or Constitution saving throw, you can use your reaction to expend one use of your Runic Empowerment and succeed on the saving throw instead.
Rune Maven
10th-Level Runecrafter Feature
Your understanding of runecraft has grown immensely. Whenever you use your Arcane Recovery feature, you also regain a number of your expended uses of Runic Empowerment. The number of uses you regain can be no more than half your Intelligence modifier, rounded up (minimum of 1).
Engraved Emnity
14th-Level Runecrafter Feature
You have mastered the art of wielding your runes directly against your foes. As a bonus action, you can target one creature you can see within 60 feet of yourself. The creature must succeed on a Wisdom saving throw against your spell save DC or be magically marked by an enmity rune. The enmity rune appears as a faintly glowing mote of energy that hovers over the marked creature, which suffers the following effects:
Runecraft’s Bane. The creature has disadvantage on saving throws made against spells you cast.
Unveiled Enemy. The radiance of the glowing rune makes the creature visible if it’s invisible, and the creature can’t become invisible while the rune persists.
Woeful Curse. When you mark the creature, and as a bonus action on subsequent turns for the duration, you can invoke the enmity rune to curse the creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack roll, the target also takes 1d8 force damage. (No longer ends the curse)
The enmity rune lasts for 1 minute. (No longer requires Concentration). Once you have marked a creature in this way, you can’t do so again until you finish a long rest, unless you expend a spell slot of 4th level or higher to use this feature again.
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