Base Class: Wizard
Magic channeled through the power of Runes.
That is what the followers of this tradition wield.
Wizards of the Runic Tradition cover their body in magical runes that help to channel the arcance powers of the universe in
ways many wizards coud only dream of.
Rune Channeling
Beginning when you chose this tradition at 2nd level, whenever you prepare a spell from your Spellbook, you do so by inscribing a corresponding runic formula onto your skin as magic Runes.
Whenever you cast a spell that you prepared this way, you do so by channeling magic through its runes causing the magic to
spring forth. A spell cast this way doesn't recquire any components except material components with a specified cost.
Charged Runes
When you get this feature at 2nd level your runes start to passively absorb magic from your body, charging them with energy ready to be released when needed.
Whenever you finish a long Rest, each Spell that you have prepared using your *Rune Channeling* feature and that has a cast time of 1 Action gets a Rune Charge. You can expend the Rune Charge of a spell, allowing you to immediately cast them as a bonus action instead.
Whenever you take damage by a spell of 1st level or higher you can roll an Arcana check (DC 19). If you succeed, you can chose a number of spells that don't have a Rune Charge, equal to your proficiency bonus. The chosen spells regain their Rune Charge.
Rune Scribing
When you gain this feature at 6th level you can add the Glyph of Warding Spell to your spellbook if you don't already have it, and you can cast it without having it prepared.
You can also inscribe Runes onto weapons and creatures. Whenever you finish a long rest you may chose up to two weapons
or creatures that you can see and inscirbe a single rune onto them by touching them. When choosing a weapon you can alter its damage type to any (non magical) damage type of your choice while the rune is inscribed. When choosing a creature you can choose any of its Ability scores and increase it by one while the rune is inscribed. You can only have up to two Runes active at a time. Runes from this feature last until you dismiss them or until another rune is inscribed onto the same creature or weapon.
Rune Adept
Beginning at 10th level, the gold and time you must spend to copy any spell into your spellbook is halved and you can target one additional weapon or creature with your Rune Scribing feature, and your maximum number of active runes is increased by one.
Rune Master
At 14th level you have fully understood the runes that fuel your magic.
By slightly altering the runic formula of spells while you cast them you can change small parts of their nature. When you cast a Wizard spell using your rune channeling feature you can change its damage type to any type of your choice.
Your Rune Scribing features potency also increased. When targeting a creature you can increase an Ability score by 2 instead of 1 and when targeting a weapon it gains 1d10 of the chosen damage type as bonus damage.
Also you can cast glyph of warding without recquiring any components a number of times equal to half your Intelligence modifier (rounded up) per long rest. If the number of glyphs that are currently active and have been cast using this feature exeeds the number of times you can cast it per day, the first Glyph you cast this way disappears.
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