Wizard
Base Class: Wizard

You have spent years understanding the mystical and complex language that are runes. You have learned that they are more than just arcane sigils to be written to seal a door or to summon a fiend from the Nine Hells. You have learned that they are simply magic incarnate, and that magic can be manipulated to serve your needs. Through this understanding you have gained the power of mysterious arcane runestones that allow you to store your spells and activate them later stronger than before, leaving your enemies confounded and left in the dark about your every move.

Runic Expert

You have spent years studying the history and magic origins of the runic language. At 2nd level, you are able to read and write runes.

Runestone Creation

Your studying of rune magic and exposure to runic energy has given you a key insight into the potential of runes. At 2nd level, You gain a mythical runestone for the spells you cast. This runestone is an item that you can be held by anyone, but only used by you. Whenever you cast a spell of 1st level or higher, you can instead store it within the empty runestone. This charges the runestone and stores the spell within. You can infuse up to 3 spells into the runestone at any given time.

On any of your subsequent turns you can use your action to activate the runestone, causing one of the spells inside to take effect. The spell originates from the runestone, not the caster. Whenever the spell is cast from the runestone, the range/area is dependent on what spell was charged into the runestone:

If the spell has a range of self or touch, the spell affects whomever the runestone is being held by.

If the spell has a range or area of effect, the spell is cast from the runestone.

If the spell has a duration, the duration begins only once the spell is cast from the runestone.

If the spell requires concentration, you do not begin concentrating on it until the spell is cast from the runestone. If the caster is already concentrating on another spell when the runestone’s spell is cast, they are able to concentrate on both spells. However, if you are is required to make a concentration check, you must roll for each spell.

Runestone Manipulation

At 6th level, you are able to manipulate the magic inside your runestone to apply bonus effects.

Whenever you store a spell within a runestone, you produce an effect depending on the spell’s school. In addition, you also produce an effect whenever a spell from the runestone is cast.

The effects are as follows:

Abjuration: You gain 5 temporary hit points and +1 AC until the start of your next turn.

Conjuration: You teleport up to 10 ft. in any direction that you can see.

Divination: Before the end of your next turn, you can add 1d4 to any attack roll, ability check, or saving throw you make.

Enchantment: The next attack that is made against you is made with disadvantage.

Evocation: The spell deals an extra 2d6 force damage to initial creature the spell is targeting.

Illusion: You gain the appearance of the creature that the spell targets until the end of your next turn. If the spell targeted different creatures, you choose which one to become . You retain all of your abilities.

Necromancy: Creatures targeted by the spell must make an intelligence saving throw or be frightened until the end of their next turn.

Transmutation: All spaces within 15ft. of the runestone counts as difficult terrain until the start of your next turn.

Runestone Fortitude

At 10th level, Your exposure to battlefield rune magic has strengthened your mind and toughened you against attacks. Whenever a spell is within your runestone, you have you have advantage to saving throws made to maintain concentration. In addition, whenever a creature damages you and a runestone is charged with a spell, they take force damage equal to your intelligence modifier.

Runestone Mastery

At 14th level, your knowledge of runes and the magic surrounding them has become unparalleled.

Whenever a spell is fast from your runestone, you can choose to either:

Regain the use of one of the spell slot that the runestone casted, up to a maximum of a level 5 spell slot.

Alternatively, you can regain hit points equal to 5x the level of the spell that was cast.

Previous Versions

Name Date Modified Views Adds Version Actions
12/1/2021 4:57:59 PM
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6/21/2023 3:23:21 AM
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