Base Class: Wizard
Rune carvers are not simply those who study magic, they
become magic. They wear their spellbooks on their skin
through magical tattoos or other markings, inscribing runes
onto their skin allowing them to channel deep magical power.
As a rune carver, you learn to use your body to cast spells in
dynamic ways and channel the magic from the core of your
body and being.
Rune Bearer
Beginning when you sclect this school at 2nd level your skin
becomes your new spellbook and it is where you transcribe
your spells in the form of magic runes. All your current spells
transfer to your spellbook on your skin. You cannot lose your
spellbook and will never need to replace it.
Scribe of The Body
Starting at 2nd level, you learn the process of inscribing magical runes onto your skin over your spells. When you complete a long rest, you may inscribe a number of runes over a number of spells that you prepare that day equal to your Intelligence modifier. You may not inscribe more than one rune over the same spell When you cast a spell which has a rune inscribed over it, you may activate the rune, causing the spell to gain the associated benefit. Once you have activated a rune over a spell, that rune fades and cannot be activated again until it is reapplied after a long rest. All runes fade when you complete a long rest, whether or not they were activated.
At 2nd level, you may choose to learn 3 runes from the Runes of the Rune Carver list, You learn an additional rune at 6th, 10th, and 14th level. When you learn a new rune, you may replace a rune which you already know with a different rune.
Rune Of Accuracy
When you activate this rune, you may add a bonus to your spell attack roll equal to your Intelligence modifier.
Rune of Destruction
When you activate this rune, you deal maximum damage with the spell the rune is inscribed over. This rune can only be inscribed over a spell of 5th level or lower and you take 1d6 necrotic damage for each level of the spell. This damage ignores resistance and immunity. You may not inscribe this rune more than once before completing a long rest.
Rune Of Distance
When you activate this rune, the range of the spell it inscribed over is doubled so long as it has a range of 5 feet or greater.
Rune of Durability
When you activate this rune, you will temporary hit points equal to three times the level of the spell this rune is inscribed over.
Rune Of Elements
When you activate this rune, you may change one of the damage types of which the spell this rune is inscribed over deals to one of the following: acid, cold, fire, lightning, or thunder. This rune does not fade due to being activated
Rune of Failure
When you activate this rune, you may increase your spell save DC by a number equal to your Intelligence modifier for the spell this rune is inscribed over.
Rune of Fortitude
When you activate this rune, your concentration for the spell it is inscribed over cannot be broken as a result of taking damage. This rune may only be inscribed over a spell of 5th level or lower.
Rune of Mobility
When you activate this rune, your speed increases by 5 feet while you maintain concentration on the spell this rune is inscribed over.
Rune of Pain
When you activate this rune and after you hit with the spell it is inscribed over, you may add your Intelligence modifier to the damage roll.
Rune of Power
When you activate this rule, the spell it is inscribed over is cast as though it was cast using a spell slot of 1 level higher. You may not inscribe this rune more than once before completing a long rest.
Rune of Quickening
When you activate this rune, you may immediately cast a cantrip as part of the action used to cast the spell this rune is inscribed over.
Rune of Reaction
When you activate this rune, the spell it is inscribed over does not use your reaction for the turn in which it is cast.
Rune of Relaxation
When you activate this rune and cast the spell it is inscribed over as a ritual you regain an expended spell slot of a level equal to or less than half the level of the ritual spell cast (rounded down).
Rune of Secrecy
When you activate this rune, the spell it is inscribed over is cast without verbal components and you have advantage on Dexterity ability checks made to hide the casting of this spell. This rune does not fade due to being activated.
Rune of Shielding
When you activate this rune, you gain a bonus to your AC and saving throws equal to your Constitution modifier while you maintain concentration on the spell this rune is inscribed over.
Rune of Tethering
When you activate this rune, the spell it is inscribed over may target one additional creature, provided that the spell can normally only target one creature. This rune may only be inscribed over a spell of 5th level or lower.
Rune of the Twin-mind
When you activate this rune, the spell it is inscribed over docs not require concentration and instead lasts for the full duration of the spell This rune may only be inscribed over a spell of 5th level or lower that targets only one creature. You may not inscribe this rune more than once before completing a long rest.
Knowledge Of The Body
At 6th level you are attuned to the magic written on your body and can shift its flow, When you use your arcane recovery feature, you may replace a number of spells equal to your Constitution modifier from your list of spells prepared for that day.
Arcane Suffusion
When you reach 10th level your magic has suffused your body and it now bolsters your resilience. You are may add your proficiency bonus to any Constitution saving throws you are required to make.
Flexible Carving
At 14th level, you are so accustomed to your runes that you can easily alter then for the perfect opportunity. When you complete a short rest, you may replace a number of your runes inscribed over your spells with a different rune. This number equals your Constitution modifier.
Comments