Wizard
Base Class: Wizard

The Rune Scribe Wizard is a master of ancient Norse runes, inscribing these powerful symbols on simple objects to harness primal forces and bend reality to their will. Through deep study and attunement, they unlock the secrets of the runes, each one offering a unique blend of arcane and divine power. These wizards can etch runes onto objects, creatures, or the very fabric of existence, using them to create dynamic effects, summon legendary energies, and protect themselves and their allies with runic wards.

Rune Mastery

At 2nd level, you begin your journey into the ancient art of rune magic. You learn to inscribe and activate runes that channel powerful magic. You learn two runes of your choice from the Rune list, you may select your runes below. You learn two additional runes at 6th, 10th, and 14th levels. Each time you learn a new rune, you can replace any rune(s) you know with a different one.

Rune Inscription: As a bonus action, you can inscribe a rune onto a weapon, piece of armor, or other object within reach, or in the air in front of you. You may activate the rune as part of the inscription. The rune remains for 1 minute (time increases at higher levels), until you dismiss it (no action required), or until it is triggered. To trigger a rune, you must first set the method for which it is triggered, much like a glyph. For example, you can inscribe the rune on a weapon to activate when the weapon hits a creature, or on armor for when it is hit. You can have a number of runes active equal to your Intelligence modifier (minimum of 1).

Additional Rune Rules:

Each rune has a cantrip-type effect, called a Flicker, and a normal spell effect. Flickers do not require expending charges (like cantrips), but the main effect (included below the Flicker in each rune description) costs one charge to use. This feature has charges equal to your Intelligence modifier + your proficiency bonus (otherwise your Spell Attack modifier) and regains all uses on a long rest.

A rune may stay active longer at higher levels: up to 10 minutes at 6th level, an hour at 10th level, and 24 hours at 14th level. IMPORTANT: Effects can be triggered or passive. Triggered effects begin with "When activated...", and are activated once during the duration of the rune. Passive effects, beginning with "While active...", can be activated or deactivated at any time while the rune is active, and remain activated regardless of when it was originally activated.

Algiz (Protection)

Algiz symbolizes defense, protection, and sanctuary.

Flicker: While active, the rune casts an aura of sanctuary. Creatures in this area heal 1 hit point per round, and have a +1 bonus to their Armor Class.

When activated, all creatures within 10 feet of the rune gain a bonus to their Armor Class equal to your Spellcasting modifier.

Ansuz (Wisdom)

Ansuz represents divine inspiration, wisdom, and communication.

Flicker: While active, creatures within 10 feet of the rune gain advantage on Wisdom checks and saving throws.

While active, this rune detects the thoughts and the presence of magic within 30 feet of it as if by Detect Thoughts and Detect Magic, and sends you the information.

Berkana (Birch Tree)

Berkana represents growth, healing, and renewal.

Flicker: The rune cures an adjacent creature of a minor condition (frightened, charmed, blinded, etc.)

When activated, an aura of healing pools out of the rune. All allies within 30 feet regain hit points equal to your Spellcasting modifier multiplied by your proficiency.

Dagaz (Day)

Dagaz symbolizes daylight, awakening, and breakthrough.

Flicker: While active, the rune glows brightly in a 20 foot radius, emitting dim light for an additional 20 feet.

While active, creatures within 20 feet of the rune are immune to being charmed or put to sleep by magic, and all invisible objects or creatures become visible.

Ehwaz (Horse)

Ehwaz symbolizes speed, travel, and partnership.

Flicker: While active, creatures that start their turn within 30 feet of this rune gain +10 movement speed for that turn.

While activated, the rune acts as a heart for a mighty spectral steed. It has no hit points, and can carry up to 3 medium creatures at a speed of 60 feet.

Eiwaz (Yew Tree)

Eiwaz symbolizes resilience, endurance, and protection.

Flicker: While active, attacks that hit an ally within 20 feet of the rune deal reduced damage, equal to your Spellcasting modifier.

When activated, a small wall/shield of wood appears in a 20 foot line where the rune was. This wall has hit points equal to 10 times your proficiency and can be easily destroyed by fire.

Fehu (Wealth)

Fehu symbolizes wealth, prosperity, and material gain.

Flicker: For 1 minute, you can sense the presence of the most expensive objects within 30 feet of you. You do not learn the identity of these objects, but you learn the locations and worth of the items. The DM may decide how many objects you sense.

When activated, this rune drops 5d100 gold pieces. Two rolls of 100 can be exchanged for a random magic item of the DM's choosing.

Gebo (Gift)

Gebo symbolizes generosity, exchange, and partnerships.

Flicker: This rune grants the nearest creature temporary hit points equal to your Spellcasting modifier, to a maximum of 20.

When activated, this rune increases the nearest creature's hit point maximum by your Spellcasting modifier multiplied by your proficiency until they take a long rest.

Hagalaz (Hail)

Hagalaz symbolizes disruption, natural forces, and sudden change.

Flicker: The rune interrupts one spell effect, creature's concentration, ritual, etc., within a range of 20 feet.

When activated, a blast of wind and ice shoots out in a 20-foot radius from the rune. All creatures must make a Constitution saving throw (Spell Save DC) or take 2d10 cold damage and be pushed out of the range of the rune.

Ingwaz (Fertility)

Ingwaz represents fertility, growth, and internal energy.

Flicker: The rune produces a single Goodberry, which heals 1 hit point when consumed and provides enough nourishment to last a day.

When activated, all creatures adjacent to the rune can take one additional action on their turn. This can be the Attack, Dash, Dodge, or Disengage action.

Isa (Ice)

Isa symbolizes stillness, preservation, and challenge.

Flicker: The rune reduces the nearest creature's movement speed for one round by twice your Spellcasting modifier, rounded up to the nearest multiple of 5.

While active, the ground around the rune in a 30-foot radius becomes covered in ice. All creatures within this area treat it as difficult terrain until they exit the range. Creatures that attempt to move through the area slide all the way to the other side depending on what direction they entered the area.

Jera (Harvest)

Jera represents the cycle of the year, harvest, and the rewards of perseverance.

Flicker: The rune (if inscribed on or near a plant) causes a plant to bloom instantly, producing food or herbs as if using the Plant Growth spell.

When activated, all allies within 30 feet of the rune regain hit points equal to your Spellcasting modifier every round for the next minute. Flowers bloom within this area.

Kaun (Fire)

Kaun represents fire, illumination, and transformation.

Flicker: This rune causes a magical spark, which turns into nonmagical fire, that ignites the object it was inscribed on. An ignited object is simply on fire, and will spread like a normal fire. If it was inscribed in the air, it creates a small, floating ball of fire for 1 minute, after which it burns out and disappears.

When activated, the rune sends a number of small fireballs equal to 3 times your Spellcasting modifier at nearby creatures. A creature targeted by a fireball must make a Dexterity saving throw (Spell Save DC) or take fire damage equal to your Spellcasting modifier.

Laguz (Water)

Laguz symbolizes fluidity, life force, and the unconscious mind.

Flicker: The rune drops up to a 5 by 5 foot cube worth of water, which is pure and safe to drink. This rune ability then cannot be used for 1 minute.

While active, the rune emits soothing sounds and soft gusts of wind, as if it were a portal to a beach. Creatures within 20 feet of the rune must make a Wisdom saving throw (Spell Save DC) or begin to sleep, falling unconscious. They remain unconscious for the duration of the rune (up to an hour), until they take damage, or other means of rousing someone awake.

Mannaz (Man)

Mannaz represents humanity, intelligence, and social order.

Flicker: While activated, creatures within 20 feet of the rune can understand and speak one language that you or a creature within the range knows.

When activated, all creatures within 20 feet of the rune must make a Charisma saving throw (Spell Save DC) or be magically influenced by you. The failed creatures pursue a course of activity (limited to a sentence or two) that you decide while inscribing the rune, as if by the Suggestion spell. See the Suggestion spell description for further rules on the suggested activity.

Nauthiz (Need)

Nauthiz represents necessity, constraint, and endurance.

Flicker: The rune creates a burst of magical energy that instantly delivers a brief message to a creature you know within 1 mile.

When activated, the rune drops one common item of necessity, depending on the situation and inscriber's will, as well as decided by the DM. (e.g. rations, 50 feet of rope, a flask of oil, etc.)

Othala (Heritage)

Othala represents heritage, inheritance, and ancestral power.

Flicker: The object you inscribe the rune on grants you insight to its history or origin.

While active, allies within 30 feet of the rune gain assistance from their ancestor's spirits. Depending on their heritage and class, they can be granted effects such as advantage on certain checks, a bonus to melee attacks, etc.

Perthro (Fate)

Perthro represents fate, chance, and the mysteries of destiny.

Flicker: The next saving throw or ability check made within 30 feet of the rune gains a bonus equal to your Spellcasting modifer.

When activated, the rune reads the future (you may use runestones for a more amusing experience). You set a time-frame, such as the next round or sometime between 2 and 5 hours away. The DM will give you an honest response, but can be more vague if the timeframe is set farther in the future or has a very wide span.

Raidho (Journey)

Raidho symbolizes travel, movement, and life's journey.

Flicker: The rune grants the nearest creature +15 feet to their movement speed on their next turn.

While active, this rune either creates or destroys (your choice when inscribing the rune) difficult terrain in a 30-foot radius. Created terrain can be overgrown plants, broken ground, etc. Destroyed terrain acts as normal ground for the duration.

Sowilo (Sun)

Sowilo represents success, vitality, and the power of the sun.

Flicker: A beam of sunlight descends from the sky (must have a clear line of sight to the sun/sky) and hits the rune. All creatures within 10 feet must make a Dexterity saving throw (Spell Save DC) or be blinded for one round.

When activated, the rune glows and bursts into a massive flash of sunlight. All creatures within 30 feet must make a Dexterity saving throw (Spell Save DC) or be blinded for 1 minute. They may repeat the saving throw on their turn, ending the effect on a success. All creatures within 10 feet take fire damage equal to your Spellcasting modifier.

Thurisaz (Chaos)

Thurisaz symbolizes the power and force of giants and chaos.

Flicker: The rune creates a booming sound in a 10-foot radius. All creatures within range (excluding you) must make a Wisdom saving throw or be frightened until the end of their next turn.

When activated, this rune summons, or is struck by, a powerful lightning bolt that hits all creatures within 10 feet. Creatures within range must make a Dexterity saving throw (Spell Save DC) or take lightning damage equal to your Spellcasting modifier multiplied by your proficiency bonus.

Tiwaz (Tyr)

Tiwaz symbolizes honor, justice, and self-sacrifice.

Flicker: While active, creatures within 10 feet of the rune cannot gain advantage on any roll.

When activated, you may choose any creature within 10 feet of the rune, and sacrifice a number of hit points (up to half your maximum) to deal or heal twice that much damage to the target.

Uruz (Strength)

Uruz represents physical strength, endurance, and power. If this rune is not inscribed on an object, you can grant the effect to a nearby ally.

Flicker: The next attack made with the object on which the rune is inscribed deals additional damage equal to your spellcasting modifier.

When activated, the object this rune was inscribed on grants the wielder advantage on all Strength saving throws and Strength checks, and all their melee weapon attacks deal additional damage equal to your spellcasting modifier.

Wunjo (Joy)

Wunjo represents joy, harmony, and fellowship.

Flicker: While active, the rune emits a soothing melody that grants all creatures within 10 feet advantage on saving throws against being frightened or charmed.

When activated, the rune forces all creatures within 20 feet to make a Charisma saving throw, or be charmed by you, willingly, for the duration of the rune, until you harm them or show danger to them in any way.

Rune Engraving

At 6th level, your skill in carving and inscribing runes has allowed you to draw magic from the object itself. You can spend 10 minutes engraving one of your known runes onto an object. This rune remains dormant until activated with a bonus action, after which the magic fades after twice the time it normally would. This method is used similar to rituals, it does not cost a Rune charge.

Rune Reactivation

At 10th level, you have become so skilled with your craft, you link a part of your soul to each rune you inscribe. As long as the object you inscribed your rune on hasn't been destroyed, you can reactivate the rune by expending another Rune charge. Additionally, if the magic in the rune hasn't yet faded, you know exactly where the location of the rune is.

Runic Imprint

At 14th level, you gain the ability to Imprint the power of a rune directly onto a creature, granting them the abilities of the rune. As an action, you can imprint one of your known runes onto a willing creature. For the duration of the rune, the creature can use the rune's abilities, and can activate the rune up to 3 times. Passive effects can be switched on and off as always. This costs one Rune charge, and can be used a number of times equal to your proficiency bonus per long rest.

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