Base Class: Wizard
There are a variety of ways of channeling magic into spells. Rune Casters use runes inscribed on their bodies to do so. Though it does convey certain advantages over conventional spell casting methods, the time consuming, and not always pleasant, nature of inscribing the runes each day makes this an uncommon practice.
Runic Tattoos
2nd-level Rune Caster feature
You prepare your spells by scribing runic tattoos on your body and cast them by channeling magic into them from your body. Casting spells in this way gives the following benefits:
- The runes act as the spellcasting focus for your wizard spells
- Verbal and non-consumable material components for those spells are removed. Somatic components may be substituted with concentration check with a DC equal to 10 + twice the base level of the spell.
- By altering which runes you use to cast a leveled wizard spell, you can replace its damage type with a type that appears in another spell you have prepared for this casting only.
Magic Capacitors
2nd-level Rune Caster feature
By using pre-scribed runes to shape the magical energies of a spell, the burden of concentrating on spells is made easier, granting the following benefits:
- You have advantage on checks to maintain spell concentration.
- If you fail to cast a readied spell due to the trigger not occurring, the spell slot used to cast the readied spell is restored as the magic returns to your body.
Runic Inscriptions
6th-level Rune Caster feature
Your expertise with inscribing runes has expanded into the inscription of runic effects on other creatures and objects. You gain the following benefits and abilities:
- You can inscribe a spell tattoo on yourself or another creature of a leveled spell you know, allowing that creature a single cast of that spell using your casting ability modifier, spell attack bonus, and spell save DC. After casting the spell inscribed in the tattoo, the tattoo disappears. Inscribing a spell tattoo consumes a spell slot equal to the level of spell inscribed and takes 10 minutes per spell level. The number of spell tattoos you may have inscribed at one time is equal to your PB. If you exceed this amount, then the oldest inscribed spell tattoo disappears. A spell tattoo will also disappear when the creature it is inscribed on dies, or is subject to a sufficiently powerful dispel magic effect, as determined by the level of the inscribed spell effect.
- You learn and always have prepared the spell Glyph of Warding and can cast it without needing to consume expensive material components. This does not count against the number of wizard spells you have prepared.
- You can enhance a wand, staff, rod, or other traditional arcane spellcasting focus with runes, turning it into a spell amplifier. When you cast a spell, you can use the inscribed object as a secondary focus to increase one of the damage or healing rolls of the spell by 1d8. You can only have one item enhanced in this way at a time.
Protection Runes
10th-level Rune Caster feature
You have learned to inscribe runes of protection on your body.
- Your base AC becomes 13 + your Dexterity modifier while you are not wearing armor.
- You add the Shield and Absorb Elements spells to your spellbook if you did not already have them, and they are always prepared. These do not count against the number of wizard spells you prepare.
Enhanced Runes
14th-level Rune Caster feature
Increasing expertise with rune inscribing enhances your other Rune Caster features:
- The time it takes you to inscribe spell tattoos is reduced to 1 minute per spell level.
- Your inscribed spell tattoos are more resilient against dispel effects. If the strength of the dispel magic is equal to or greater than the level of the inscribed tattoo, an ability check must be made as if the dispel magic was cast at lower level than the spell tattoo, otherwise the ability check to dispel the tattoo is made with disadvantage.
- Your cast time for Glyph of Warding is reduced to 10 minutes.
- The damage bonus provided by your Runic Inscriptions enhanced spellcasting focus increases to 2d8.
- Your Absorb Elements spell can now be triggered by taking damage of any type, and the additional damage it deals can now also be applied to a ranged attack.
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