Base Class: Wizard
School of Rune Craft
Ritual Savant
When you select this school at level 2, the time you must spend to cast a spell as a ritual is halved, and any spell that can be cast as a ritual can be cast at no material cost, if consuming a spell slot.
Rune Maker
Beginning at 2nd level, you can craft runes that carry the effects of a spell. By consuming a spell slot of appropriate level and spending ten minutes or the casting time of the spell (whichever is longer), you can create a rune centered on a point and angled to the direction of your desire. The rune can use any spell that is not concentration and is one spell slot lower than your highest slot. The spell is triggered when a creature besides yourself steps within 5 feet of the rune. If the spell is not triggered, you can regain the spell slot by taking ten minutes to release the rune, as long as you are within five minutes. If the ten minutes is interrupted, the rune remains.
Traps & Tricks
When you reach 6th level, you can obfuscate the nature of the rune, including the rune itself. When creating a rune, you can choose to make the rune hidden, and cause any creature to make a successful Investigation or Perception check (up to the DM's discretion) against your spell save DC to notice, and a successful Arcana check against your spell save DC + 5 to know the spell cast into the rune. This does not hide the rune from the effects of identify or detect magic, or of similar spells.
Battle Symbols
At level 10, your prowess of rune craft is honed to a battle ready point. You can craft a rune at the rate of the normal casting time of the spell, and reconsume the spell at the same rate, as long as you are within 5 feet of the rune.
Glyph Master
Upon reaching 14th level, you are able to create runes on willing creatures. These runes contain the same properties and restrictions as normal runes, and are activated when a hostile creature steps within five feet of the marked creature.
Comments