Wizard
Base Class: Wizard

Rune Alchemy combines 2 differing sides of magic; potion making and rune crafting. In turn, the rune alchemist are able to produce a massive variety of potions and empower runes to be used to supplement their spells.

Rune Crafting

At 3rd level, you have unlocked the secrets of crafting special empowered runes which can be used to augment and empower your spells. When you finish a long rest, you gain a number of rune crafting points equal to your wizard level which can be spent to create any combination of available runes of your choice. You can instantly craft any number of runes at the end of your long rest or use an action at any time to craft one rune. The next time you finish a long rest, any leftover rune crafting points you have are lost, and any remaining runes disappear.

When you cast a wizard spell on your turn, you can consume one rune to gain its effect for that casting. If the rune's effect targets an hostile creature, that creature must have been successfully hit with an attack or failed a saving throw to be affected. The rune's effect takes place just after the spell's instantaneous effects and is consumed on use.

Basic Runes

At 3rd level, you can craft basic runes at a cost of 1 rune crafting point each, which produce the following magical effects:

Air Rune: You add a gust of air to the spell. One target of the spell takes an additional 1d4 force damage when you cast the spell.

  • This becomes a 1d6 at level 6, 1d8 at level 10, and 1d10 at level 14.

Water Rune: Your spell splashes a target with ice-cold water. One target of the spell takes an additional 1d4 cold damage when you cast the spell.

  • This becomes a 1d6 at level 6, 1d8 at level 10, and 1d10 at level 14.

Earth Rune: You manifest magical stones which cling to one of your victims before shattering. One target of the spell takes an additional 1d4 thunder damage when you cast the spell.

  • This becomes a 1d6 at level 6, 1d8 at level 10, and 1d10 at level 14.

Fire Rune: You weave harmful flames into the spell. One target of the spell takes an additional 1d4 fire damage when you cast the spell.

  • This becomes a 1d6 at level 6, 1d8 at level 10, and 1d10 at level 14.

Mind Rune: You add an enchantment to the spell that sharpens the wit. Either you or one target of the spell adds an additional 1d4 to the next Charisma, Intelligence, or Wisdom saving throw they make within the next 1 minute.

  • At level 6, you may choose at add 1d4 to the next Strength, Dexterity, or Constitution saving throw. At level 10, this becomes a 1d6.

Body Rune: You augment the spell with protective magic. Either you or one target of the spell gains temporary hit points equal to 1d8 + (Wizard Level).

  • At level 6, this becomes a 1d8 + (Wizard Level + Proficiency Bonus). At level 10, this changes to 1d8 + (Wizard Level + Proficiency Bonus + Intelligence Modifier)

 

Arcane Alchemy

When you choose this Arcane Tradition at 3rd level you begin to view spells not only in the way you might cast them, but also how you might mimic their effects when creating a potion out of them. You know the alchemical formula of all spells you add to your spellbook. Additionally, you may encounter and add the alchemical formula of spells to your spellbook even if they are not Wizard spells. When you do so you learn how to create that spell as a potion, but you do not learn how to cast it.

At 3rd level you have the ability to create potions that have effects that mimic spells. In order to create a potion, you must know the alchemical formula for the spell you wish to mimic and must also have an empty potion bottle/vial to use. As a 10 minute ritual, you may expend a spell slot, and turn the would be spell into a potion. You cannot mimic spells that require attack rolls, and the DM may determine that other spells cannot be replicated as potions.

Potions created in this way do not lose their magic over time. Instead, you cannot regain a spell slot used to create a potion until that potion has been used, or you end its magical properties, rendering it useless. While you or another creature has a potion in its possession, you may use an action to drink, throw, or apply the potion to a creature within 5 feet. You may also dump the potion out onto the ground to activate its effects if applicable. If the target creature is unwilling to drink a potion, one must make a melee spell attack to apply it. On a miss, the potion is dumped onto the ground and wasted. Creatures that do not have spell attack make an unarmed strike instead.

Advanced Runes

At 6th level, you can also craft advanced runes at a cost of 2 runecrafting points each, which produce the following effects:

Law Rune: You weave an additional enchantment into the spell which temporarily enhances the target's equipment. Choose a weapon, armor set, or shield that either yourself or one target of the spell is wielding to receive the enchantment. The enchantment lasts 1d4 + 1 rounds and grants one of the following: a +1 bonus to AC, +2 bonus to attack rolls, or + 2 bonus to damage rolls. A creature cannot benefit from more than 1 Law Rune at a time.

  • At level 12, this changes to +2 bonus to AC, +3 bonus to attack rolls, +3 bonus to damage rolls, or +10ft movement speed

Chaos Rune: You strengthen the spell with chaotic magic. One target of the spell that took damage from it takes an additional 2d6 damage of one of the spell's damage types. If you instead choose to deal damage of a random type, the extra damage increases to 2d8.

  • At level 12, this changes to 2d8 and 2d10, respectively.
1d12 Damage Type
1 Piercing
2 Bludgeoning
3 Slashing
4 Cold
5 Fire
6 Lightning
7 Thunder
8 Poison
9 Acid
10 Necrotic
11 Radiant
12 Psychic

 

Astral Rune: You enhance the spell with a magical defensive effect. Choose either yourself or one target of the spell to receive the effect. Chosen creature gains resistance to all damage until the beginning of its next turn.

Nature Rune: You add restorative nature magic to the spell. Either you or one target of the spell regains hit points equal to 2d6 + (Your Intelligence Modifier)

  • At level 12, this changes to 2d8 + (Your Intelligence Modifier)

Cosmic Rune: You augment the spell with a short-range teleportation. You must choose to either teleport yourself 15ft closer the the target, or teleport the target 15ft closer to you. 

 

Volatile Compound

When you reach 6th level, you learn how to create dangerous concoctions. When you create a potion as a 10 minute ritual, you may choose to instead create a Volatile Compound. Such potions deal 2d6 damage per spell level used to create them and explode in a 10-foot-radius-sphere. You may use your action to throw a Volatile Compound up to 20ft away from you to any point that you can see. When it impacts the ground it detonates and any creature standing in its blast radius must make a Dexterity Saving Throw against your Spell Save DC. On a success, creatures take half damage. The explosion of a Volatile Compound also detonates any other Volatile Compounds within its radius and creatures must make additional saving throws if in radius of multiple explosions. Damage type is decided after the compound has erupted, utilizing the table below.

1d12 Damage Type
1 Piercing
2 Bludgeoning
3 Slashing
4 Cold
5 Fire
6 Lightning
7 Thunder
8 Poison
9 Acid
10 Necrotic
11 Radiant
12 Psychic

 

Master Runes

At 10th level, you can also craft master runes at a cost of 4 rune crafting points each, which produce the following effects:

Soul Rune: You weave powerful necrotic magic into the spell. One creature targeted by the spell takes an additional 2d8 necrotic damage, and any hit points they regain for the next 1 minute are reduced by half.

  • At level 14, this changes to 3d8.

Blood Rune: You augment the spell with blood magic, siphoning the life force of your target into an ally. One creature targeted by the spell takes an additional 2d8 necrotic damage, and you can then choose for another creature within 30 feet of the target to regain hit points equal to the necrotic damage dealt by the rune.

  • At level 14, this changes to 3d8, and you can choose to split the regained health in half between yourself and the chosen ally.

Wrath Rune: You strengthen the spell with intense emotional magic. One target of the spell that took damage from it takes an additional 2d8 damage of one of the spell's damage types. This instance of damage can only be triggered once for spells that deal damage over time.

  • At level 14, this changes to 3d8

Create Ooze

At 10th level you know how to pour some degree of sentience into a brew. You may create a small alchemical ooze (See stat block below) by spending 8 hours and expending a spell slot (which you do not regain while the ooze lives). When you do so you choose one damage type which is the type of damage to ooze will deal and also be immune to. You may also choose the ooze’s color and texture. This ooze is friendly to you and your companions, and acts after you in initiative count. You can communicate telepathically with the ooze. If you use this ability to create another ooze, the previous one dies. You may also dismiss your magic from the ooze as a free action, killing it instantly.

 

 

Alchemical Ooze

Armor Class 16 (natural armor)

Hit Points 10 x (Spell Slot Level)

Speed 10 ft., swim 10ft., climb 10ft

STR
8 (-1)
DEX
8 (-1)
CON
14 (+2)
INT
8 (-1)
WIS
6 (-2)
CHA
10 (+0)

Damage Immunities chosen damage type on creation

Condition Immunities blinded, charmed, deafened, frightened, prone, restrained

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8

Languages telepathy 120ft. but only with creator

Challenge — 

Amorphous.

 The ooze can move through a space as narrow as 1 inch wide without squeezing.

Growth.

 The ooze’s size is determined by the level of the spell you use to summon it. Tiny for a 1st level slot, Small for a 2nd level slot, and Medium for a 3rd level slot and above.

Immutable Form.

 The Alchemical Ooze is immune to any spell or effect that would alter its form.

Aversion to Slashing.

 If the Alchemical Ooze takes Slashing damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Actions

Pseudopod: Melee Weapon Attack: [roll]1d20+4[/roll], reach 5 ft., one target. Hit: ([roll]1d6+2[/roll]) piercing damage plus [roll]1d6[/roll] damage type chosen at creation.

Adhere: 

As an action, whenever the ooze enters a creature's space the creature must make a Dexterity saving throw equal to your spell save DC. On a successful save, the creature can choose to move 5ft. to the side of the ooze. A creature that chooses not to move suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature's space and is adhered to by the ooze.

If the ooze is smaller than the adhered creature the ooze moves with it until removed. Attacks with Pseudopod gain Advantage.

If the ooze is the same size as the adhered creature, the creature's speed is reduced by 10ft while adhered.
If the ooze is larger than the adhered creature, the creature is restrained until it escapes.
In any case it takes 1d6 x spell slot level damage at the start of each of the ooze's turns. The damage type is also chosen when the Ooze is created.
The ooze can only be adhered to one creature at a time.
An adhered creature can try to remove or escape the ooze by using its action to make a Strength (Athletics) or Dexterity (Acrobatics) Check versus your spell save DC.

Bonus Actions

Absorb Potion: The ooze can absorb any potion created by its master as a bonus action. When it does so the next Pseudopod attack it makes deals a bonus 1d6 damage x the spell level of the potion it absorbed. The damage type reflects the Ooze, regardless of the potions damage type.

 

 

Rune Weaving

At Level 14, you gain advanced methods to maximize your runecraft.

Rune Splitting: You coerce even more power out of each rune you expend. If you consume a rune which affects one target of your spell, you can spend 2 runecrafting points to instead cause it to affect another target withing 30 feet of the first target.

Concentrated Runes: You pool your potentional runecrafting energy to greatly empower a spell. When casting a spell, you may spend your available runecrafting points to add additional dice to your original spell's damage roll. 


 

  • Spend 3 runecrafting points to add 1 additional dice to the damage roll
  • Spend 6 runecrafting points to add 2 additional dice to the damage roll 
  • Spend 9 runecrafting points to add 3 additional dice to the damage roll
  • Spend 12 runecrafting points to add 4 additional dice to the damage roll

 

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