Wizard
Base Class: Wizard

Rune Scribes are masters of the lost art of runes, as their name would suggest. Aside from being a Wizard, their skill with runes allows them to buff allies and defend themselves.

[Please note that this is version one of this subclass. I appreciate feedback and would like tips on how to balance it if it needs balancing.]

[Special thanks to userZynx_name for helping me lay the groundwork for this subclass.]

Bonus Proficiencies

Beginning when you select this school at 2nd level, you are proficient in Calligrapher's Supplies, Mason's Tools, and Woodcarver's Tools.

Runic Knowledge

When you adopt this school at 2nd level, choose one of the following runes: BlodIldIseSteinStigUvar, or Vind. These are known as the "Standard Arcane Runes." You gain access to the rune's Simple Properties. You gain the benefits of this property again at 6th, 10th, and 14th level.

Blod Rune - Simple Properties

Simple Properties.

Blood Scent. As an action, you can inscribe the Blod rune using the blood of another creature. For the next 24 hours, you have advantage on Survival checks to track this creature.

Blood Paralysis. You can cast Hold Person once per long rest using this rune. Instead of a Wisdom saving throw, the target must make a Constitution saving throw against your save DC.

 Associated Damage. Piercing

Ild Rune - Simple Properties

Simple Properties. 

Ignite. As an action, you scribe the Ild rune using ash onto a flammable object. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed.

Fire Tamer. As an action, you touch an open flame and scribe the Ild rune within it with a hand motion. This causes the flame to immediately extinguish. For a large blaze, the fire is extinguished in a 10-foot radius around you. You can extend this distance by expending a spell slot when using the Ild rune in this manner. The radius extends by 20 feet per level of the expended spell slot.

Associated Damage. Fire

Ise Rune - Simple Properties

Simple Properties.

Frigid Touch. As an action, you scribe the Ise rune on the surface of any volume of water. The water freezes in a 10-foot radius around the spot where you scribed the rune.

Icy Mantle. As an action, you scribe the Ise rune using water onto yourself or another creature. The water instantly freezes into a mantle of protective ice that does not hinder movement or action. The next time the creature takes bludgeoning, slashing, or piercing damage, that damage is reduced to zero and the icy mantle is destroyed.

Associated Damage. Cold

Stein Rune - Simple Properties

Simple Properties.

Indomitable Stand. As an action, you scribe the Stein rune onto the ground at your feet. Until you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. In addition, any creature that moves within 10 feet of you must succeed on a Strength saving throw (DC = spell save DC) or have its movement immediately end.

Stone Soul. While you know this rune, you cannot be petrified.

Stone’s Secrets. As an action, you scribe this rune onto a stone wall or floor. You learn the location and size of all creatures standing on or touching that surface within 30 feet of you, though only for the moment when the property is used.

Associated Damage. Bludgeoning

Stig Rune - Simple Properties

Simple Properties.

Flare. As an action, you scribe the Stig rune using your hand onto an object. That object immediately bursts with light. While it shines, the light covers 60 feet in bright light and another 60 feet in dim light.

Sun's Light. As an action, you scribe the Stig rune with a hand motion. This causes the light to immediately go up one light level. For a large area, the light is increased in a 10-foot radius around you. You can extend this distance by expending a spell slot when using the Sol rune in this manner. The radius extends by 20 feet per level of the expended spell slot.

Associated Damage. Radiant

Uvar Rune - Simple Properties

Simple Properties.

 Lightning Touch. You gain the Shocking Grasp cantrip.

Stormbound Winds. As an action, you can cause strong winds to swirl around you, protecting you from attacks. Any ranged attack made against you in the next round has disadvantage. You cannot use this ability again until you finish a short or long rest.

 Deceptive Mists. As an action, you can cause light mist to envelop the area around you in a 15 foot radius. You have advantage on stealth checks while this mist remains. The mist lasts for an hour, or until you dispel it. You cannot use this ability again until you finish a short or long rest.

Associated Damage. Lightning

Vind Rune - Simple Properties

Simple Properties.

Comforting Wind. While you know this rune, you cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects.

Wind Step. As an action, you scribe the Vind rune in the air around you and immediately fly 20 feet. If you do not land at the end of this flight, you fall.

Wind’s Grasp. As a reaction when you fall, you can scribe this rune in the air around you to take half damage from the fall.

Associated Damage. Slashing

Expansive Knowledge

You gain access to your previously selected rune's Complex Properties. You gain the benefits of this ability again at 10th and 14th level, learning the Complex Properties of the runes you learn with Runic Knowledge.

Blod Rune - Complex Properties

Complex Properties.

 Curse of the Blod Rune. As a bonus action, you can expend a spell slot and inscribe this rune in the direction of another creature within 30 feet. For the next 10 minutes, damage you deal against this creature does an extra 1d8 piercing damage (this damage counts as magical for the purpose of overcoming immunity and resistance). In addition, you can expend another spell slot to deal an extra 1d6 piercing damage per level of the spell slot.

Bloodflow. As an action, you can expend a spell slot and touch two creatures within five feet of you. If a creature is unwilling, it must make a Constitution saving throw against your spell save DC + the level of the spell slot you expended divided by three (rounded up). On a failed save, that creature takes 1d6 per level of the spell slot expended magical piercing damage. Half of the damage is restored to the other creature's hit points. If a creature is willing, roll 1d6 per level of the spell slot expended. You can move hit points from the creature taking damage to the creature you are healing up to the amount you rolled.

Ild Rune - Complex Properties

Complex Properties. 

Combustion. As an action, you scribe this rune using ash onto a creature within your reach as you expend a spell slot. The creature automatically takes 1d10 fire damage plus 1d10 fire damage per level of the expended spell slot.

Flame Stoker. While you can use this rune’s complex properties, your fire attacks are deadlier. Whenever you roll fire damage from an attack or a spell you cast, you can reroll that damage and use the higher result.

Ise Rune - Complex Properties

Complex Properties.

Freezing Bolt. As an action, you scribe this rune using water onto a creature within your reach as you expend a spell slot. The rune freezes in place, and the creature must make a Constitution saving throw (DC = spell save DC + the level of the expended spell slot). On a failure, the creature takes 2d8 cold damage plus 1d8 cold damage per level of the expended spell slot, and its speed is reduced to 0 until the end of your next turn. On a successful saving throw, the creature takes half as much damage and its speed is not affected.

Winter’s Howl. While you can use this rune’s complex properties, you can cast Sleet Storm as an action. You regain this ability after a short or long rest.

Stein Rune - Complex Properties

Complex Properties.

Earthen Step. While you can use this rune’s complex properties, you can cast Meld into Stone as a bonus action. You regain this ability after a short or long rest.

Overwhelming Bolt. As an action, you scribe this rune using dirt or crushed rock onto a creature within your reach as you expend a spell slot. The creature must succeed on a Strength saving throw (DC = spell save DC + the level of the expended spell slot). On a failure, the creature takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot and is knocked prone. On a successful saving throw, the creature takes half as much damage and is not knocked prone.

Stig Rune - Complex Properties

Complex Properties.

Radiant Bolt. As an action, you scribe this rune using a shard of glass onto a creature within your reach as you expend a spell slot. The creature automatically takes 1d10 radiant damage plus 1d10 radiant damage per level of the expended spell slot.

Sun's Brilliance. While you can use this rune’s complex properties, your radiant attacks are deadlier. Whenever you roll radiant damage from an attack or a spell you cast, you can reroll that damage and use the higher result.

Uvar Rune - Complex Properties

Complex Properties.

Thundering Force. You can unleash the storm you control within you. You can cast Thunderwave at its lowest level once every long rest using this trait.

Storm Caller. You can cause the heavens to unleash their fury upon your enemies. You can cast Call Lightning at its lowest level once every long rest using this trait.

Vind Rune - Complex Properties

Complex Properties.

Shrieking Bolt. As an action, you scribe this rune in the air between you and a creature you can see while you expend a spell slot. The creature must make a Strength saving throw (DC + spell save DC + the spell slot’s level). On a failure, it takes 2d8 slashing damage plus 1d8 slashing damage per level of the expended spell slot, and is pushed in a straight line directly away from you for 10 feet per level of the expended spell slot. On a successful saving throw, the creature takes half as much damage and is not pushed away from you.

Wind Walker. While you can use this rune’s complex properties, you can cast levitate as a bonus action. You regain this ability after a short or long rest.

Runic Resistance

You gain resistance to the Associated Damage of the two runes you know.

Blod Rune - Associated Damage Resistance

You have resistance to Piercing Damage.

Ild Rune - Associated Damage Resistance

You have resistance to Fire Damage.

Ise Rune - Associated Damage Resistance

You gain resistance to Cold Damage.

Stein Rune - Associated Damage Resistance

You gain resistance to Bludgeoning Damage.

Stig Rune - Associated Damage Resistance

You gain resistance to Radiant Damage.

Uvar Rune - Associated Damage Resistance

You gain resistance to Lightning Damage.

Vind Rune - Associated Damage Resistance

You gain resistance to Slashing Damage.

Runic Inscription

Starting at 10th level, you can inscribe runes onto weapons or armor to empower your allies. You learn the Inscription Properties of all runes that you currently know. You can inscribe a number of runes equal to your Intelligence modifier. These runes last for 24 hours or until you take a long rest.

Blod Rune - Inscription Properties

Inscription Properties.

Bloodthirst. As an action, you can inscribe the Blod rune onto a weapon that deals piercing damage. The weapon glows a faint red, and overcomes resistance to piercing damage. In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you take a long rest.

Hardening Blood. As an action, you can inscribe the Blod rune onto another creature. That creature adds half of their Constitution modifier to their Armor Class, unless that modifier is negative. The creature is also resistant to piercing damage. These effects last for 24 hours or until you take a long rest.

Ild Rune - Inscription Properties

Inscription Properties. 

Flame Brand. You can inscribe the Ild rune onto a weapon as an action. The weapon gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you take a long rest.

Wreath of Flames. You can inscribe the Ild rune onto armor as an action. The armor glows faintly, emanating dim light out to five feet. A creature that wears the armor is resistant to fire damage and immune to cold damage. These effects last for 24 hours or until you take a long rest.

Ise Rune - Inscription Properties

Inscription Properties

Ice Brand. As an action, you inscribe this rune onto a weapon. The weapon gains a ghostly white aura and deals cold damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you take a long rest.

Frozen Plate. You can inscribe the Ise rune onto armor as an action. The armor is cold to the touch. A creature that wears the armor is resistant to cold damage and immune to fire damage. These effects last for 24 hours or until you take a long rest.

Stein Rune - Inscription Properties

Inscription Properties.

Crushing Brand. As an action, you can inscribe this rune onto a weapon, so long as it is a weapon that deals bludgeoning damage. The weapon gains a ghostly brown aura, and bludgeoning damage dealt by the weapon ignores resistance and immunity. If you roll the maximum on the weapon’s damage die or dice, the target of your attack is knocked prone if it is a creature. In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you take a long rest.

Earthen Guardian. As an action, you can inscribe this rune onto armor. A creature that wears the armor has resistance to piercing and bludgeoning damage. In addition, damage from falling is halved. These effects last for 24 hours or until you take a long rest.

Stig Rune - Inscription Properties

Inscription Properties.

Radiant Brand. As an action, you can inscribe this rune onto a weapon. The weapon gains a ghostly aura of yellow flame and deals radiant damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you take a long rest.

Guiding Light of the Sun. As an action, you can inscribe this rune onto armor. The armor glows, and can emit bright light out to 20 feet if the wearer so desires. The lowest level of light it emits is dim light out to five feet. A creature that wears the armor is immune to radiant damage. In addition, the wearer gains 30 feet of darkvision. If the creature already had darkvision beforehand, it gains an extra 30 feet while it is wearing the armor. These effects last for 24 hours or until you take a long rest.

Uvar Rune - Inscription Properties

Inscription Properties.

Storm Brand. As an action, you inscribe this rune onto a weapon. The weapon gains a slight buzz of electricity and deals lightning damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you take a long rest.

Lightning Cage. You can inscribe the Uvar rune onto armor as an action. The armor hums with an electric aura. A creature that wears the armor is immune to lightning damage, the rune redirecting the energy into the ground. These effects last for 24 hours or until you take a long rest.

Vind Rune - Inscription Properties

Inscription Properties.

Howling Brand. You can inscribe this rune in the air above a ranged weapon as an action. The weapon gains a ghostly blue aura and has its normal and maximum range doubled. The weapon’s attacks do not suffer disadvantage due to range. In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you take a long rest.

Gentle Shield. You can inscribe the Vind rune onto armor as an action. A creature that wears the armor is resistant to slashing and bludgeoning damage. In addition, should the armor normally cause disadvantage on stealth rolls, it no longer does so. These effects last for 24 hours or until you take a long rest.

Runic Mastery

Starting at 14th level, you gain access to one of the "Crowing Arcane Runes:" DodKrig, Liv, or Wyrm.

Dod Rune

As an action, you scribe this rune in the air before you. The sound of a tolling bell fills the air as the Dod rune appears before you, shimmering in the air, before it emblazons itself on the back of your left hand. For the next hour, the follow effects are active:

  • Undead creatures that come within 10 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is underneath your control while this rune is active. On a successful save, the creature is immune to this feature as long as that instance is still active.
  • Undead creatures you control gain temporary hit points equal to your Wizard level.
  • As a bonus action, you can expend a spell slot to heal an undead creature you control within 30 feet of you for 1d6 per level of the spell slot expended + your Intelligence modifier.
  • Spells you cast and attacks you make that deal damage deal an extra 1d8 necrotic damage. You can increase this damage by expending a spell slot. The extra damage is 1d8 per level of the spell slot.
  • You can cast the Speak with Dead spell at will while this rune is active.
  • You are immune to necrotic damage.

Once you use this feature, you cannot use it again until you finish a long rest.

Krig Rune

As an action, you can scribe this rune in the air above your head. The air is filled with the sound of war cries as a shimmering, translucent image of the Krig rune appears above your head, before lowering itself onto your chest. For the next hour, the follow effects are active:

  •  Allies within a 30-foot radius around you have advantage on saving throws.
  • Enemies within a 30-foot radius around you have disadvantage on attack rolls.
  • As a reaction, you can expend a spell slot to raise an ally's AC by 5 until the start of your next turn.
  • You can apply the armor inscription feature of a General Arcane Rune to an ally within your line of sight as an action. You can do this a number of times equal to your Intelligence Modifier.

You cannot use this ability again until you finish a long rest.

Liv Rune

As an action, you can scribe this rune in the air before you. The air is filled with a heavenly chorus, and the area around you glows slightly as the Liv rune shimmers before you. It hovers for a moment, before relocating to the back of your right hand. For the next hour, the following effects are active:

  • Undead creatures that come within 10 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, the creature must stay at least 10 feet away from you at all times. On a successful save, the creature cannot be affected by this feature as long as that instance is still active.
  • You and a number of allies equal to your Intelligence modifier within 30 feet of you gain temporary hit points equal to your Wizard level.
  • As a bonus action, you can touch a creature within 5 feet of you and expend a spell slot. The creature regains 1d8 per level of the spell slot expended + your Intelligence modifier HP.
  • As a bonus action, you can expend a spell slot and heal a creature within 30 feet of you for 1d4 per level of the spell slot expended + your Intelligence Modifier HP.
  • Once per every activation of this runic aura, you can cast Revivify without using a spell slot or material components.

Once you use this feature, you cannot use it again until you finish a long rest.

Wyrm Rune

As an action, you can scribe this rune in the air in front of you. The air is filled with the sound of a dragon's roar as a shimmering, translucent image of the Wyrm rune before you, before it settles on your brow. For the next hour, the follow effects are active:

  • You have resistance to all damage that would be caused by a dragon's breath weapon.
  • As a bonus action, you can cause a creature within a 30-foot radius of you to make a saving throw against your save DC. On a failed save, the creature then fears you or is charmed by you (your choice). On a successful save, the creature cannot be charmed or frightened by you while you have this instance of this ability active.
  • A pair of spectral wings appear on your back, granting you a flying speed of 60 feet. You can dismiss and recall these wings as a bonus action.
  • Your hands grow into deadly claws. Your unarmed strikes deal 2d6 slashing damage, plus 1d10 damage of one type from the following: Fire, Cold, Lightning, Necrotic, Poison, or Acid. These attacks count as magical for the purpose of overcoming immunity and resistance.
  • A layer of scales cover your skin. As long as you are not wearing armor, your base Armor Class is 13 instead of 10.
  • You can speak, read, and write Draconic if you could not already.

You cannot use this ability again until you finish a long rest.

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