Base Class: Wizard
As a rune caster you specialize in imbuing magic into runes carved into stones, jewels and other fine materials. Those who specialize in rune magic are often sought after to set up traps and protections as well as set up permanent illusions or transmutations. Your magic is built around utility and practicality.
Runic crafter
Beginning at 2nd level when you choose this style of magic you gain the ability to write and create runes. You get proficiency in either Woodcarver's tools, Mason's tools, or Smith's tools. You also gain the tools with which you are proficient in as a result of your practice in creating runes.
Create Runes
Starting at 2nd level you gain the ability to create special runes. To create a rune you must spend at least 1 hour and 5 gp worth of material crafting it. You must spend the entire hour with your chosen tools and complete concentration on the task at hand.
To use a rune you must activate it using your action. A rune can be activated as long as you are within 60 feet of it.
At 2nd level when you gain this feature choose two runes to learn from the "Runes" section at the end of the sub classes description. You learn how to make a new rune for each even level after 2nd. (For example a level 6 rune caster would know how to make 4 different runes. Two at 2nd level and 1 more at both 4th and 6th level.)
Each rune lasts until dispelled unless stated otherwise. You may craft each rune an infinite number of times but may only have a number of runes activated at once equal to your intelligence modifier. If you exceed the number of runes you can have active at a time you may choose a rune to dispel, otherwise the oldest rune dispels its magic. When a runes magic is dispelled its effects immediately fade leaving behind the item used to make the rune but not the rune itself.
Careful Destruction
At 6th level you gain the option to dispel a rune without it losing its properties. A rune dispelled in this way will remain fully functional.
Temporary Runes
Once you get to 10th level you gain the ability to, as an action, quickly sketch a rune. This rune and its effects will last for a number of minutes equal to double your intelligence modifier or until you dispel it.
Permanent Rune
At 14th level you learn one permanent rune from the "permanent rune" list. As an action you can cause the rune to teleport to you so long as you are within the same plane as it. Permanent runes do not require attunement and cannot be destroyed by anything short of a wish spell.
Runes
Conjure pack animal- once activated this rune transforms into one of the following animals. Camel, draft horse, mule, or ox.
Explosive rune- Once activated this rune will detonate if any creature, other than those designated by you, get within 5 feet of it. Any creature within 5 feet of the rune must make a dexterity saving throw versus your spell save dc or take fire damage equal to half your level rounded down in d4's. The target takes half damage on a successful save.
Runic disguise- Once activated, a creature wearing the rune will be affected as if by the spell "disguise self" except for any effects that alter the size of the wearer.
Magic tree- Once activated, a tree will grow in 1d4 hours. The number rolled also determines the type of tree grown. 1- aspen 2- apple 3- maple 4- pine. The tree vanishes if the rune is dispelled but anything removed from the tree remains.
Snare- Once activated this rune will set off if any creature, other than those designated by you, get within 5 feet of it. Any creature within 5 feet of the rune when it is set off must make a dexterity saving throw versus your spell save dc or become ensnared by ropes.
Conjure hut- A small hut appears. Where the hut appears, is centered around where the rune is when it's activated. The hut is a cube 6 feet on all sides, made of wood, and has a thatched roof.
Protective wall- A translucent, 5 foot wall of force appears centered on the rune. All creatures have disadvantage on attacks against anyone on the other side of the wall.
Tethered servant- An invisible servant appears as if summoned by the spell "unseen servant". The servant is unable to move outside of 60 feet away from the rune.
Healing rune- holding this rune while activated will heal 1 hp per minute a number of times equal to your level per day.
Tethered illusion- Once activated this rune creates a visual illusion within 10 feet of the rune in all directions. A successful intelligence (investigation) check versus your spell save DC reveals the illusion.
Rune pit- When activated this rune creates a hole 10 feet across and 5 feet deep. It destroys all nonliving matter within that space. Any creature within 5 feet of the rune when it is set off must make a dexterity saving throw versus your spell save dc or fall into the hole created.
Elemental ward- when activated choose either fire, cold, lightning, poison, acid, or thunder. This rune will create a 5 foot by 5 foot translucent wall which reduces the chosen damage type to half if the attack passes through the wall.
Slow- All creatures within 10 feet of this rune have their speed halved.
Permanent Runes
Buoyant- You gain a fly speed of 10 feet as long as you are in possession of this rune.
Resistant- You become resistant to fire, cold, lightning, poison, acid, or thunder damage as long as you are in possession of this rune. (You must pick one upon gaining this feature.)
Runic speed- your movement speed increases by 5 as long as you are in possession of this rune.
Runic conjuration- As long as you are in possession of this rune you have the ability to conjure any non-magical item or trinket that you have seen before. The item cannot be larger than 1 foot on any side.
Psychic link- Upon the creation of this rune you may link your mind to any one being that is with you at the time. As long as you are in possession of this rune you have the ability to telepathically communicate back and forth with the linked creature.
Runic sense- You gain the ability to experience the senses of anyone who comes in contact with the rune.
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