Wizard
Base Class: Wizard

Runes of Understanding

2nd-Level Onomancy Feature

Your study of runecraft has unlocked the ability to decode runes and languages, regardless of their origin; you always have Comprehend Languages prepared, you can cast it without expending a spell slot, and the spell doesn’t count against the number of spells you have prepared.You also gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.

Rune Wielder

2nd-Level Onomancy Feature

You can use magic runes to enhance your or your party members' gear or cast them as spells using the appropriate spell slot or imbue them in a trinket or small object to use the spell properties, however, using this rune in this way consumes the object and rune. You can use 2 runes of your choice at level 2 once per long rest, from among the runes described below. When you reach certain levels in this class, you can use additional runes, as shown in the Runes Available table.  

 

Runes Available

 

Wizard Level

Number of Runes available per long rest

2nd

2

6th

4

10th

6

14th

8

 

Whenever you finish a long rest, you can swap and change your runes as you like

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier.

You gain the Empowered spell Metamagic and can use this ability up to your proficency bonus times per long rest; When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

  • You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

As long as you have the Cloud Rune you also gain access to the Cleric Spell List.

 

 Cloud Rune

Weilding the Cloud Rune, you gain Darkvision up to 120ft, and can see through heavy obscurement.

Call Lightning

When you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.

 

Fog Rune

This rune emulates the deceptive magic used by some fog giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

Fog Cloud (1st lvl)

If you are hit with an attack you can invoke the rune using your reaction to make the opponent who attacked make a Wisdom save if they fail they are blinded and have disadvantage on all skill checks and saving throws for 1 turn until the start of their next turn. Once you invoke this rune, you can't do so again until you finish a short or long rest.

 

 Fire Rune

This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Faerie Fire (1st lvl), Heat Metal (2nd lvl)

In addition, when you hit a creature with an attack roll, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

 

Ettin Rune

This rune's magic evokes the might of those who survive in the wilderness, such as Ettin giants the giants of two heads. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

You can add your proficiency bonus, to any Wisdom check or saving throws you make that doesn't already include your proficiency bonus.

Enhance Ability (2nd lvl)

As a bonus action, you can invoke this rune by choosing a creature within reach. Once, when the designated creature makes an ability check or a saving throw, they can add your Intelligence modifier to the roll. Once you invoke this rune, you can't do so again until you finish a short or long rest.

 

Stone Rune

This runes magic channels the judiciousness associated with stone giants. While this rune is chosen, you have advantage on Wisdom (Insight) checks, and you have Blindsight out to a range of 120 feet.

Mage Armor (1st lvl)

If you are hit with an attack you can use your reaction to invoke the rune making the opponent who attacked make a strength saving throw, on a fail reduce the damage to zero, stun them until the end of your next turn, and then you can move up to your movement speed consuming the item that this rune was enchanted onto as it explodes in a 30ft radius dealing 1d6+ an additional 1d6 fire damage equal to your proficency bonus. On a success halve the damage instead the creature does not get stunned. Once you invoke this rune, you can't do so again until you finish a short or long rest.

 

Titan Rune

(6th Level)

This rune's magic channels the masterful craftsmanship of great smiths. While this rune is chosen, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. This rune also gives you a fighting style from the Fighter Class (add Titan Rune from the feats page)

Spirit Shroud (3rd lvl)

  • As a Bonus Action, you can invoke this rune to gain your choice of one of the following;
  • Your Size increases to large.
  • You gain advantage on all Constitution and Concentration saves, and once per turn, you can deal an additional 1d8 fire, lightning, cold, radiant, and acid damage to a damage roll.
  • At the start of each of your turns, every creature in a 30 ft radius that you choose either gains 1d6 + your Wizard level Temporary HP or takes 1d6 + your Intelligence Modifier of fire, lightning, cold, radiant, and acid damage. 
  • When you invoke a rune ability, a creature of your choosing within 30ft of you can use their reaction to make an opportunity attack.

This form lasts for 10 Minutes, and at the start of your turn, you can gain one ability that has not been chosen yet. Once you invoke this rune, you can't do so again until you finish a short or long rest.

 

Hill Rune

(6th Level)

This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

Earth Bind (2nd lvl), Meld into Stone (3rd level spell)

In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.

 

Storm Rune

(6th Level)

Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.

Clarivoyance (3rd lvl)

  • In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.

 

Mountain Rune

(6th Level)

This rune's magic bestows a resilience reminiscent of a Mountain giant. As an Action, you can inscribe this rune onto the object necessary You can inscribe this Rune onto up to 2 weapons or armour. While this rune is inscribed onto the object, you get proficiency in that object.

Pass without Trace (2nd lvl)

  • You can choose to Invoke this rune to gain the fighter’s action surge feature consuming the rune in the process. This rune is not consumed until the end of your turn, after which you lose all other benefits of this rune (both runes are consumed). Once you invoke this rune, you can't do so again until you finish a short or long rest.

 

Extra Attack

6th-Level Onomancy Feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

 

Lingering Runes

8th-Level Onomancy Feature

You always have Glyph of Warding prepared, and you can cast it as an action without any material components, this ability can be used. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.




Runic Quickness

 8th-Level Onomancy Feature

You learn to invoke your rune magic to cast a spell that’s usual casting time takes 1-5 minutes as an action; you can only use this once per long rest.

 

Master of Runes

14th-Level Onomancy Feature

You can invoke each enchantment rune you know from your Rune Wielder feature twice, rather than once, and the spells added to your spell list can be cast once without the use of spell slots, you can only regain use of this ability on a short or long rest.

Also at 14th level, you can use runic quickness up to your intelligence modifier. 

Runes of Understanding

Your study of runecraft has unlocked the ability to decode runes and languages, regardless of their origin; you always have Comprehend Languages prepared, you can cast it without expending a spell slot, and the spell doesn’t count against the number of spells you have prepared. You also gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.

Rune Wielder

You can use magic runes to enhance you or your party members gear or cast them as spells using the appropriate spell slot or imbued them in a trinket or small object to use the spell properties, however using this rune in this way consumes the object and rune.

Any item inscribed with one of these runes can be used as a spell casting focus, and uses your spell casting modifier. 

You can use 2 runes of your choice at level 2 once per long rest, from among the runes described below. When you reach certain levels in this class, you can use additional runes, as shown in the Runes Available table. 

 

You gain the Empowered spell Metamagic and can use this ability up to your proficency bonus times per long rest; When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

  • You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

As long as you have the Cloud Rune you also gain access to the Cleric Spell List.

 

 

 

 

 

 

 

 

 

 

Runes Available

 

Wizard Level

Number of Runes available per short or long rest

2nd

2

6th

4

10th

6

14th

8

 

Whenever you finish a long rest, you can either pick a spell rune and gain its spells or touch a number of objects equal to the number of runes available to you and give them the enchantment runes. To be eligible for an enchantment rune, an object must be depicted in the rune. Your enchantment rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. There can only be one of each enchantment rune active at once unless otherwise stated on the rune itself. If an enchantment rune is consumed the rune dissipates, you lose all abilities that the rune gave you, and you have to spend one action to inscribe the rune onto another object listed in the rune’s enchantment list.

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Cloud Rune

Weilding the Cloud Rune, you gain Darkvision up to 120ft, and can see through heavy obscurement. 

Call Lightning

When you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Ettin Rune.

 

This rune's magic evokes the might of those who survive in the wilderness, such as Ettin giants the giants of two heads. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

You can add your proficiency bonus, to any Wisdom check or saving throws you make that doesn't already include your proficiency bonus.

Enhance Ability 

  • As a bonus action, you can choose a creature within reach. Once, when the designated creature makes an ability check or a saving throw, they can add your Intelligence modifier to the roll. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Fire Rune

 This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Faerie Fire (1st lvl), Heat Metal (2nd lvl)

  • In addition, when you hit a creature with an attack roll, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Fog Rune.

 

This rune emulates the deceptive magic used by some fog giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

Fog Cloud,

  • If you are hit with an attack you can use your reaction to invoke this rune, make the opponent who attacked make a Wisdom save if they fail they are blinded and have disadvantage on all skill checks and saving throws for 1 turn until the start of their next turn. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Hill Rune (6th lvl or higher)

 

This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

Earthbind (2nd lvl), Meld into Stone (3rd level spell)

  • In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Mountain Rune (6th level or higher)

 As an Action, you can inscribe this rune onto the object necessary

This rune's magic bestows a resilience reminiscent of a Mountain giant. You can inscribe this Rune onto up to 2 weapons or armour. While this rune is inscribed onto the object, you get proficiency in that object.

Pass without Trace

  • You can choose to Invoke this rune to gain the fighter’s action surge feature consuming the rune in the process. This rune is not consumed until the end of your turn, after which you lose all other benefits of this rune (both runes are consumed). Once you invoke this rune, you can't do so again until you finish a short or long rest.

Stone Rune

This runes magic channels the judiciousness associated with stone giants. While this rune is chosen, you have advantage on Wisdom (Insight) checks, and you have Blindsight out to a range of 120 feet.

Mage Armor

  • If you are hit with an attack you can invoke this rune by using your reaction to make the opponent who attacked make a strength saving throw, on a fail reduce the damage to zero, stun them until the end of your next turn, and then you can move up to your movement speed consuming the item that this rune was enchanted onto as it explodes in a 30ft radius dealing 1d6+ an additional 1d6 fire damage equal to your proficency bonus. On a success halve the damage instead the creature does not get stunned. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Storm Rune (6th Level or Higher). 

Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.

Clarivoyance (3rd lvl)

  • In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.

 

 

Titan Rune (6th level or higher)

This rune's magic channels the masterful craftsmanship of great smiths. While this rune is chosen, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. This rune also gives you a fighting style from the Fighter Class (add Titan Rune from the feats page)

Enlarge Reduce

  • As a Bonus Action, you can invoke this rune to gain your choice of one of the following;
  • Your Size increases to large.
  • You gain advantage on all Constitution and Concentration saves, and once per turn, you can deal an additional 1d8 fire, lightning, cold, radiant, and acid damage to a damage roll.
  • At the start of each of your turns, every creature in a 30 ft radius that you choose either gains 1d6 + your Wizard level Temporary HP or takes 1d6 + your Intelligence Modifier of fire, lightning, cold, radiant, and acid damage. 
  • When you invoke a rune ability, a creature of your choosing within 30ft of you can use their reaction to make an opportunity attack.

This form lasts for 10 Minutes, and at the start of your turn, you can gain one ability that has not been chosen yet. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Runic Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.
Additionally, you can cast one of your cantrips in place of one of those attacks.

Also, when using a rune-inscribed weapon, you can use your Intelligence instead of your Dexterity or Strength modifier for attack and damage rolls

Lingering Runes

You always have Glyph of Warding prepared, Additionally your Glyph of warding can be moved without breaking the glyph. 

You can cast glyph of warding as an action, without any material components. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Runic Quickness

Runic Quickness

 10th-Level Onomancy Feature

You learn to invoke your rune magic to cast a spell that’s usual casting time takes 1 minutes as an action; you can only use this once per long rest.

Master of Runes

Master of Runes

14th-Level Onomancy Feature

You can invoke each enchantment rune you know from your Rune Wielder feature twice, rather than once, and the spells added to your spell list can be cast once without the use of spell slots, you can only regain use of this ability on a short or long rest.

Also at 14th level, you can use runic quickness up to your intelligence modifier. 

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