Base Class: Wizard
While many experts of magic seek its secrets reading between the lines of old texts and researching the truth of ancients practices, there are those who appreciate that true omnipotent magic can only be witnessed during the convergence of leylines...
By studying these invisible threads of the weave and their ever-changing patterns, they have witnessed and infusing them with ever flowing magic, seeking to create new and wonders effects.
Second Skin
By studying the magic of the leylines and interpreting their movements and convergences, wizards of this order have learned a unique way to understand and depict their spells. Upon joining this tradition at level 2, you no longer use a regular spellbook. Instead, from now on you write your spells on your own body. These spells are written as lines and sigils reminiscent of the depictions of magical leylines. All spells on your previous spellbook are automatically written on you in this way. Any new spells learned must become part of your Second Skin. Since you only need ingredients for experimentation and not rare inks to inscribe spells in this way, the gold you must spend to copy any spell is halved. Additionally, whenever you are the subject of a critical hit, a spell written on you is damaged at random. The spell becomes unusable until you spend the time required to inscribe it again. You do not require costly materials to inscribe a spell you already knew. You also gain proficiency with Calligrapher’s supplies or Painter’s supplies if you don’t already have it.
Body of Mana
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. In addition, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d4 damage plus additional force damage equal to twice the highest available spell slot you currently have. The damage die increases to 1d6 at 5th level, 1d8 at 11th level and to 1d10 at 17th level.
This feature’s effects are negated inside an area of antimagic. In addition, if you are successfully targeted by dispel magic against a DC of 10 + the highest spell slot level you currently have available, they stop functioning until you complete a long rest.
Extra Attack
Starting at 6th level, 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.
Runes of Warding
By 10th level, your magical inscriptions have grown in number and allow you to form defensive sigils as they cross each other. Whenever you are the subject of an attack, you may as a reaction activate one of these sigils, by choosing a prepared spell. You gain a bonus to your AC equal to the level of the spell until the start of your next turn. However, the inscriptions of that spell are damaged from the mana overcharge, and the spell cannot be used until you finish a long rest. You can use Runes of Protection a number of times equal to your Intelligence modifier, regaining all expended uses upon finishing a long rest.
Runomancy
you have learned how to activate your inscribed spells by simply touching them. You may cast any spell you know using only somatic components. You must still provide any material components with a cost of 100 gp or more. Additionally, once per long rest you may cast a spell as a bonus action. This spell must include you as a target and can target only willing creatures. Casting this spell does not prevent you from casting another spell during this turn, even if that spell is not a cantrip.
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