Wizard
Base Class: Wizard

Runewardens begin in the classroom like any other Wizard, but are forged into something else on the battlefield. They have learned to harness the ebb and flow of battle to their advantage. While prolonged conflicts are ordinarily the bane of any spellcaster, runwardens have become proficient in martial combat, and discovered a way to transcribe the spells from their spellbook into arcane rune inscriptions on their weapons which they can cast from, effectively eliminating the need for their spellbook until times of rest. Their intelligence makes them master tacticians, which they use to control their position on the battlefield.

Bonus Proficiencies

When you take this Arcane Tradition at 2nd level, you gain proficiency with Calligrapher's Supplies, Light Armor, and Shields. You can also choose a single martial weapon that lacks the heavy, special, and two-handed properties. You become proficient with this weapon.

If you are proficient with a martial or simple weapon, you can use it as a spellcasting focus for your Wizard spells.

Runeforge

Beginning at 2nd level, when you finish a long rest you can use Calligrapher's Supplies to inscribe arcane runes representing each of your prepared spells onto up to two weapons you are proficient with at the end of a long rest. When you attack with a weapon bearing these runes, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can have no more than two weapons benefit from this feature simultaneously. If you try to inscribe a third weapon, the inscriptions on the weapon bearing your oldest runes fade.

Additionally, your runes can serve as a well of emergency power to dip into when your needs are dire. By expending these runes and removing the spell from your prepared list, you can regain spent spell slots. As a bonus action, you can remove a spell from your prepared spell list. If you do, you regain spell slots up to a combined total of half the level of the spell removed (rounded up). For example, if you remove a 3rd level spell from your list of prepared spells, you can regain a total of 2 spell level slots. This can be either two 1st level spell slots, or one 2nd level spell slot.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

A Step Ahead

You have learned to take advantage of your initiative over enemies in battle. Starting at level 6, once on each of your turns, you can grant yourself advantage on a single melee attack against an enemy who moves after you in the initiative order. You can use this feature a number of times equal to your Intelligence modifier. You regain all uses of this feature after a short or long rest.

Rune of Absorption / Runestrike

Rune of Absorption
Beginning at 10th level, you create a rune specifically made for absorbing incoming spells which you can apply to a single weapon when you use your Runeforge feature. While you have this rune, you can use your reaction with that Runeblade when a spell targets only you. If you do, the Runeblade absorbs the magic of the spell, cancelling it's effect and charging the Rune of Absorption. Until the end of your next turn, you can use the Runestrike. The Rune of Absorption can only hold one charge, and that charge is lost if not used at the end of your next turn.

You may use this feature a number of times equal to your Proficiency Bonus. You regain spent uses after completing a long rest.

Runestrike
You have learned how to execute your runic spells in time with your weapon strikes. At 10th level, when you hit a creature with a melee weapon attack, you can cast the spell absorbed by your Rune of Absorption by expending the charge as part of that attack and targeting only the creature hit by your melee weapon attack. If the spell normally requires a spell attack roll, the spell automatically hits. If the spell requires the creature to make a save against that spell, the creature makes the save against your spell DC. 

Tide of Battle

The tide of battle is ever-changing, and you've learned to harness the shifts in your direction. Starting at level 14, when you reduce a creature's health to 0 you can capitalize on the change in momentum to temporarily move to the top of the initiative order during the next round of combat.

Previous Versions

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