Base Class: Wizard
By focusing arcane magic that permeates the world, and perfected by ancient Phrelentrim, signomancy is used to protect and enhance magic of other schools. Called Runemages, the high elven Phrelentrim are the practitioners of this school, and they largely keep their knowledge to themselves. However, there are exceptions, as non-elves with acute magical potential are occasionally taught signomancy.
Runic Savant
Beginning when you select this school at 2nd level, the time you must spend to copy an spell into your spellbook is halved.
Sign Scribe
You add your Intelligence modifier to your initiative rolls.
Rune Inscriptions
You learn how to inscribe runes that focus power that culminates in magical effects.
Beginning at 2nd level, you prepare 1 rune at the end of a long rest. The options for runes are detailed below. You can prepare an additional rune at 6th level, 10th level, 14th level, and 20th level.
As an action, you can activate a prepared rune. If a rune requires a creature to make a saving throw, use your spell save DC. This feature can be used a number of times equal to your proficiency bonus. You can only have one rune active at a time. You can end activation of rune any time, no action required. You gain all uses after a long rest.
Rune of Arcanic Force
As an action, you inscribe this rune on a creature. For 1 minute, their spell attack modifier and spell save DC are each increased by 3.
Rune of Exertion
As an action, you inscribe this rune on a weapon. For 1 minute, this weapon deals an extra 1d6 force damage.
Rune of Precision
As an action, you inscribe this rune on a creature. For 1 hour, the creature scores a critical hit on a roll of 19 or 20.
Rune of Reshaping
As an action, you inscribe this rune on a creature to give it a flying speed and swimming speed of 30 ft each for 1 minute.
Rune of Shielding
As an action, you inscribe this rune on an object. A creature holding this object has a +1 bonus to its AC for 1 minute.
Rune of Skill Mastery
As an action, you inscribe this rune on a creature and give it expertise on two different skills of your choice for 1 hour.
Rune of Vision
As an action, you inscribe this rune on a creature to give them darkvision and the ability to see into the ethereal plane for 1 minute.
Glyph Adept
Starting at 6th level, your knowledge of runes and sigils allows you to easily apply protective glyphs.You add glyph of warding to your spellbook if it is not there already, and you always have it prepared. When you cast glyph of warding, you only require half of the material cost value in order to cast the spell, and the casting time is reduced to one minute.
Runic Rituals
Beginning at 10th level, your runic magic can coalesce in the form of rituals. Choose four spells with the ritual tag from any spell list. The spells must be 5th level or lower. You can expend a use of activating a runic inscription to cast one these spells as a ritual.
At 14th level, choose two additional spell with the ritual tag. These must be 7th level or lower.
Runic Master
Starting at 14th level, you learn how to divide your magical power between your runes. You can inscribe a rune as a bonus action instead of an action. You also can have two different runes active simultaneously.
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10/19/2020 1:08:03 AM
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