Base Class: Wizard
As a wizard learns the intricacies of spell crafting, a highly dangerous form of magic becomes available to them. As regular spells are made using a singular runic language, or type of spell equation, an arcane rambler is one who experiments in mixing languages and scripts within a singular spell, allowing them to have a great deal of control over both ritual magic and the effect of a predetermined spells.
This method is however dangerous, and many young wizards have perished in the backlash of an uncontrolled spell.
Rune knowledge
You gain the ability to craft scrolls and learn a new language and a tool proficiency of your choice (best if linked with your arcane focus).
To craft a scroll the wizard takes a known spell with the same amount of resources and time needed to write it within a spellbook and makes a spell scroll out of it.
Ritual rambling
The main strength of an arcane rambler is their ability to create powerful magics that lay outside of normal spells.
Through a ritual of at least 1 hour and at the cost of gemstones and other resources, (At the DM's discretion depending on how powerful the effect is) the arcane rambler is able to create a magical effect of varying power. To succeed such a spell the rambler must make an arcana check. on a critical failure the spell will backfire drastically with a toll on the wild magic table.
The arcane rambler values language not only as a way of communicating but also as a source of strength.
Each runic language as a specialty that changes what effect a ritual may have.
Abyssal: abyssal runes are centered around Demons. Most of them cause fear or madness, but they can also be centered on specific demon lords, making these runes varied in both strength and themes.
Gith: gith runes manipulate psionic energy or the mind. they can stun, manipulate the mind, or create psionic barriers around creatures or objects.
Celestial: celestial runes heal or protect. they can give resistances, cause healing or give temphp.
Draconic: draconic runes manipulate elements and draconic magic. they can change the spell element or resistance towards a dragon's breath damage or ability (for the metallic breath) they are also based around making a creature get draconic abilities like flight or fear.
Infernal: infernal runes manipulate pain, necrotic energy, or the souls of the dead. With these runes you could stun a creature from pain, harvest a soul to make more powerful spells and raise the dead.
Primordial: Primordial runes manipulate elemental magic or ancient primal forces. they can change the element of a spell and manipulate specific elements they can alter the earth, wind, water and fire.
Sylvan: Sylvan runes manipulate nature and fey magic. they create illusions, can grant you the ability to speak with animals or plants, or allow you to control minds or trick targets.
Netherese: Netherese runes manipulate time or the fabric of reality. they can slow down, stop time or make it faster, they can allow to phase through walls or create temporary dimensional pockets.
Dwarvish: Dwarvish runes manipulate metal, stone, and craftsmanship. they could allow you to shift materials from one to the other or gain an additional temporary proficiency in a crafting tool.
Druidic: Druidic runes manipulate plant growth, creating thorns under enemies, talking with animals or allow shapeshifting.
deep speech : deep speech runes specialize in manipulating the mind and creating madness within a creature. they can also be focused on specific aberrations, imitating their abilities.
Giant : Giant runes specialize on the might of the different giants, adding strength, causing effects on their respective elements or gaining their survivability.
Runic Metamagic
As an Arcane Rambler, you have the ability to craft magical runes that can be used to enhance your spells. At the end of a long rest you can craft a number of runes equal to your level.
To learn new runes you must either: study an ancient script or a language that you have proficiency in (it is recommended that you work with your DM if you wish to learn new runes).
To use a crafted rune, you must inscribe it onto your skin or onto an arcane focus.
You can use the runes to enhance a spell or give it a different ability.
You can use each crafted rune once. You can add a number of runes on each spells equal to half its level rounded up, each rune has a cost and adds to the difficulty to cast the spell.
To cast a spell with a rune you need to succeed on a check using your spellcasting modifier to beat a DC equal to 8+spell level+ Rune(s) cost The effects of a crafted rune depend on the language or script used to create it as seen in the language specialization.
You can craft multiple runes of the same type and add them to a spell.
Additionally you gain the knowledge of some basic netherese runes :
Amplify: This rune increases the power a spell adding 2 dice to it's damage. (DC +3)
Control: This rune gives the caster greater control over the spell, allowing them to choose targets or manipulate its effects to make it more difficult to avoid making it's DC heightened by +2. (DC+3)
Decay: This rune causes the creatures hit with the spell to contract an illness if it fails a constitution check against your spellcasting DC. This illness causes the creature to loose a D6 in a random ability score every turn for one minute or until saved (DC+5)
Entangle: This rune slows a creature hit with the spell by 10ft per Entangle rune added onto it. (DC+2)
Pierce: This rune enables a spell to bypass resistances or walls. (DC+3)
Scatter: This rune causes a spell to scatter or effect multiple targets, this however, also divides the damage between each instance. adding an additional target for every rune of this type added to the spell. (DC+3)
Silent: This rune allows a spell to be cast without vocal components. (DC+4)
destructive: this rune allows a spell that isn't specified as destructive to become so, making it deal it's damage as force damage additionally to the regular one and destroying terrain. (+8)
Excessive cantrips
Beginning at 10th level, you can use your runes on any spell, including cantrips. you also learn a cantrip from any class.
Unbound wizard
once you reach 14th level you learn 4 additional spells from any class as well as get the ability to inscribe any spells within your spellbook.
Additionally, once a day, you can push a spell to become much more powerful than it should be.
While doing so you can add as many runes as you wish on it without any risks. doing so causes a point of exhaustion







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