Base Class: Wizard
Some wizards spend their entire lives to learn new spells. Some wizards spend their lives to research the secrets of magic faucets throughout the cosmos and beyond. However those who study rune magic are special in their own way. These wizards specialize in the ability to read runes and to use them. They can augment their magic and make it stronger by infusing runes into weapons and their very body to make it easier to channel their magic into them. These wizards can use Runerifles to cast their spells to extreme ranges.
Runerifle
At 2 level your understanding of runes has allowed you to create a firearm that you engrave with your specialized runes called a Runerifle. You must attune to this weapon and only you can attune to it. Your Runerifle has a range of 150/600 and the finesse and two-handed properties. You are proficient with it and use your intelligence modifier for damage and attack rolls. Your Runerifle does 1d10+int mod+ prof bonus. This attack counts as magical for overcoming restiances. Your misfire score is 2. You can use your Runerifle to cast cantrips and spells that require a spell attack roll (ex. fire bolt or acid arrow). If you misfire while casting a spell or a cantrip the spell rebounds and does the effects of the spell as well as half the spells damage back at yourself. The Spell or cantrip now has the range of your Runerifle. It maintains the finesse property. If your Runerifle breaks or you lose it you can replace it by spending 500gold pieces worth ritual components and a long rest to ritually recreate it. The original one loses all properties. You can make a magic rifle into your Runerifle by spending 500gold pieces for engraving components.
At 6th level if your weapon isn't Rune crafted onto a magical weapon you get a +1bonus. A +2 at level 10 and +3 at level 14.
Apprentice of runes
Your years of practice has allowed you to learn runes. You gain proficiency in arcana, tinkers tools, and calligraphers tools
Extra Attack
At level 6 you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Armor of runes
At level 10 your understanding of runes has allowed you to mark yourself to increase your fortitude. You gain 20hp and an additional 2 hp for every level after.
Master of runes
At 14th level your mastery of runes has allowed you to augment your Spellbook and rifle. After a long rest you can select three spells from your spellbook that have a casting time of longer then an action and give them the ritual tag.
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Posted Sep 21, 2023Please give me feedback if anyone uses this. This is my first time completely homebrewing a subclass and I would love to hear thoughts on this.