Wizard
Base Class: Wizard

Leave your Mark Upon the Weave

Through the study of runes, you have learned how to permanently bind magic onto objects, locations, and even creatures. Runesmiths are known for their careful planning and anticipation and can often turn a battlefield against their foes before a fight has even started. 

Level 3: Empowering Runes

You learn how to imbue objects with runes that grant them additional strength. You learn two Empowering Runes that are listed below. During a Long Rest, you may imbue objects with a number of Empowering Runes equal to your proficiency bonus. Each Empowering Rune option can only be chosen once. These runes last until you use this feature again.

Rune of Strength - If this rune is placed on a weapon, that weapon becomes magical for the sake of overcoming resistances. In addition, a creature holding this object can use a Bonus Action to draw power from the rune, increasing their Strength score by +2 for 1 minute. This property can't be used again until dawn.

Rune of Protection - A creature holding this object gains +1 AC. In addition, if the creature holding this object takes damage, they can use a Reaction to reduce the incoming damage by half. This property can't be used again until dawn.

Rune of Swiftness - If a creature is holding this object, their Speed increases by 10 feet. In addition, the creature holding this object can take the Dash action as a Bonus Action a number of times equal to your Intelligence modifier (minimum of 1). This property regains all uses at dawn.

Level 3: Rune of Permanence

Your runes can strengthen your spells in order to make them permanent, although it takes an immense amount of effort. When you cast a spell with a duration of 24 hours or more, or a spell that can become permanent via repeated casting (such as Teleportation Circle), you can choose to empower the spell so it lasts until dispelled. If you empower a spell in this way, you immediately gain 1 level of Exhaustion and you can't Concentrate on spells until you finish a Long Rest.

Level 6: Empowering Prodigy

You gain two additional Empowering Rune options.

Rune of Mental Fortitude - The creature holding this object gains proficiency in Wisdom saving throws. In addition, when the creature holding this object fails an Intelligence, Wisdom, or Charisma saving throw, they can use their Reaction to reroll the save. They must use the new roll. This property can't be used again until dawn.

 Rune of Force - If this rune is applied to a weapon, that weapon counts as magical for the sake of overcoming resistances. Whenever the creature holding this object hits another creature with a weapon or Unarmed Strike, they can choose to push the target 10 feet away. This property can be used a number of times equal to your Intelligence modifier (minimum of 1) and regains all expended uses at dawn.

Level 6: Spell Storing Specialist

While not all of your spells can last a lifetime, your runes can help you store them for just the right moment. You always have Glyph of Warding prepared. You can cast Glyph of Warding once as an Action at the highest possible level without a spell slot or Material components. When you cast the Glyph of Warding this way, you can't store a spell that requires Concentration, and you can't choose the Explosive Rune option for the spell. You regain the ability to cast Glyph of Warding in this way after finishing a Long Rest.

In addition, you don't need to prepare a spell in order to store it as long as it's in your spellbook, but you still need to expend a spell slot for the stored spell as usual.

Level 10: Empowering Expert

Your Empowering Runes become even stronger. Your Rune of Strength now grants a +4 bonus to the wielder's Strength score instead of +2, Rune of Protection now grants +2 AC instead of +1, and Rune of Swiftness now increases the wielder's Speed by 20 instead of 10. You also learn two new Empowering Rune options.

Rune of Marksmanship - If this rune is applied to a Ranged weapon, that weapon counts as magical for the sake of overcoming resistances, and it creates its own ammunition when firing. In addition, the creature holding this object can take a Bonus Action to channel the rune's magic into their ammunition for 1 minute. During that time, whenever the creature holding this object makes a Ranged attack roll, they can forego rolling the D20 to get a 15 on the die and they ignore Half Cover, Three-Quarters Cover and Total Cover. This property can't be used again until dawn.

Rune of Wizardry - When you place this rune on an object, choose one level 1 or level 2 spell in your spellbook. The creature holding this object can cast that spell at will without expending a spell slot.

Level 14: Runic Mastery

By adding your own runes into the glyphs you make, they are able to achieve a newfound permanence. Whenever a Glyph of Warding that you cast is triggered, it no longer disappears but instead remains empty. When you or an ally casts a spell while there is an empty Glyph of Warding within the spell's range, the caster can choose to store the spell inside the empty glyph and set a new trigger for that Glyph of Warding, as long as the spell is of a level that the Glyph of Warding can hold.

In addition, your spellbook can now hold a number of Glyphs of Warding equal to your Intelligence modifier (minimum of 1). A glyph placed inside of your spellbook does not break if the spellbook is moved, but a Glyph of Warding placed in this way is unable to store a spell that requires Concentration.

Previous Versions

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10/10/2026 9:51:19 PM
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