Wizard
Base Class: Wizard

Runesmith.

Master Runesmith

Starting at the 2nd level when you choose this profession, you can imbue runes into items and spell shards

Enchantment Change

You can change the spells imbued in items, but it will take double the materials to change it.

Potent Enchantment

Starting at the 6th level, If your enchantment fails, you get a FREE second try to reenchant the item. 

Empowered Enchantment

Starting at the 10th level, you can add your INT modifier to one damage roll of any damaging spell shard spell you cast.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

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