Base Class: Wizard
Before the cataclysm of the Wizard Wars, there were innumerable wizarding colleges scattered around the world. Over time, the colleges began to diverge into the Dark Arts and Light Arts, which eventually brought about the infamous wars. However, there were a small number of schools that didn’t subscribe to the Dark and Light dichotomy. They preferred to remain neutral and explore the arcane for the sake of knowledge itself. To them, magic wasn’t good or evil, but a mystery to be explored and solved.
One of these colleges was the Order of the Rune. The founding members of The Order, as its members often call it, discovered that magic could be described, channeled, and even cast if one knew the arcane geometry to invoke it. Over the course of hundreds of years, The Order took in new members, and encouraged them to focus on one school of magic of their choice above all others. By focusing on this one school, they hoped to uncover and unlock the arcane geometry underlying all schools of magic.
Due to this deep focus on a single school of magic, Order of the Rune wizards were able to accomplish incredible magical feats by simply drawing a symbol. They filled libraries with runes and manuals on how to draw and invoke them. Sadly, during the Wizard Wars, many of the wizard colleges were completely destroyed. The Order of the Rune was thought to be one of those colleges until a hidden library was discovered 60 years ago. Now The Order is being rekindled, though its members are few.
Wizardly Wand
2nd-level Order of Runes feature
As a bonus action, you can magically create a Tiny wand in your free hand. The magic wand has the following properties:
- The wand can be used to draw, write, or inscribe runes as if it were a pen. When you write with it, it produces magical ink in a color of your choice on the writing surface. You can also choose to scribe with the wand in the air, in which case the words or runes are made of light in your choice of color and brightness. The writing disappears after one minute or until dismissed, whichever is shorter. If used to cast a spell, the writing lasts for as long as the spell is active.
- The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the wand for the transcription.
- You can erase anything you write with the wand if you wave the wand in a flourishing manner over the text as a bonus action, provided the text is within 5 feet of you.
This wand disappears if you create another one or if you die.
Conjured Runes
2nd-level Order of Runes feature
Beginning at 2nd level, while you are concentrating on a conjuration spell, you have advantage on concentration checks to maintain the spell as a result of the resilience of your runes.
Beginning at 8th level, you cannot lose concentration on a conjuration spell as a result of taking damage as your practice with runes has fortified their resiliency even further.
Transmutative Runes
6th-level Order of Runes feature
Starting at 6th level, you can spend 8 hours intricately carving runes into your Wizardly Wand so it can store transmutation magic. You gain a benefit of your choice as long as the wand is in your possession. When you create the runes, choose the benefit from the following options:
- Darkvision out to a range of 60 feet
- An increase to speed of 10 feet while you are unencumbered
- Proficiency in Strength, Dexterity, Constitution, or Charisma saving throws (your choice whenever you choose this benefit)
- Resistance to acid, cold, fire, lightning, necrotic, psychic, radiant, or thunder damage (your choice whenever you choose this benefit)
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your wand if the wand is on your person.
If you create a new wand, you will need to repeat the 8 hour process of inscribing the runes to benefit from this feature.
Improved Abjurative Runes
10th-level Order of Runes feature
Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.
One with the Runes
14th-level Order of Runes feature
Your connection to rune magic has become so profound that your soul has become entwined with it. While your Wizardly Wand is on your person, you have advantage on all Intelligence (Arcana) checks and on all saving throws you make as a result of a spell being cast, as you channel the memories of the Order of Runes members of the past that have been woven into the Weave to help you remember magical lore and identify spells.
Moreover, if you take damage while you are concentrating on a spell, you can prevent all of that damage to you by using your reaction to dismiss your Wizardly Wand, using its magic to save yourself. Then roll 3d6. Your spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll’s total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren’t enough spells in the book to cover this cost, you drop to 0 hit points.
Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook. Once you use this reaction, you can’t do so again until you finish a long rest.
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