Wizard
Base Class: Wizard

Wizards who follow the path of the Runic Tinkerer eschew traditional spellcasting methods, instead delving into the ancient art of rune etching and magical engineering. By studying the Weave’s underlying structure, these inventive minds inscribe spells into intricate runes, turning raw magic into tangible, reusable tools. They blend arcane knowledge with mechanical ingenuity, creating magical devices and constructs capable of storing spells for precise deployment.

Runic Tinkerers are pioneers in combining magic and invention. Their creations allow them to bypass the constraints of verbal and somatic components, granting them flexibility and surprise on the battlefield. With a mastery of magical languages and the ability to craft specialized runic implements, they bring a unique fusion of artistry and power to the arcane arts.

Tools of the Trade

As a Runic Tinkerer, you have spent time to understand the use of additional tools and weapons, which you can use in combat and before you even throw your first device.

Rune Etching

Starting at level 3, you unlock the knowledge to etch runes of that represent spells into wood, stone, or glass. The runes hold a spell that is only good for a single use and only a Rune Tinkerer knows how to activate this spell. Spells that require semantic components can be transcribed to these objects and will hold latent energies. If the spell requires verbal components, the Runic Tinkerer is required to active the stored spell by saying the magic language to arm or activate the effect.

Using this ability will expend a spell slot for the spell level that is etched into the runes.

Rune Activation

Your study into the runes of the weave, you have learned the ability to decipher the language of the weave. You gain the ability to read etched runes, activating their imbued and locked away secrets and power.


 As an action, you can activate or arm runes to be used immediately. To activate the rune, you must be able to decipher the rune's power (known spell) and say the magical phrase to activate the spell when a verbal component is required in the spell. Activating a rune depends on the device and your knowledge of the rune (knowing the spell). Use the below chart to determine success of activating runes.

Activation Roll:

When you activate an etched rune, roll a number of d6s equal to the spell level of the rune you are activating.

  • Catastrophic Failure: If any die rolled is a 1, the rune fails catastrophically. The spell fizzles, consuming the activation cost (if any) and triggering a wild magic-like effect (see below).
  • Critical Success: If all dice roll a 6, the rune activates with a surge of power. The spell gains a beneficial bonus, such as increased damage or extended duration (see below).
  • Perfect Sets Rule: If at least two dice show the same result (and it’s not a critical success), the spell activates normally, but an additional effect occurs based on the value of the doubles (see the "Perfect Sets Effects" table).

Catastrophic Failure Effect: Roll on the Wild Magic Surge table or create a custom table for your Runic Tinkerer to represent the mishap. Examples include minor elemental explosions, strange transformations, or unintended spell effects.

Critical Success Bonus: When a rune critically succeeds, apply one of the following bonuses to the spell (choose one):

  • Add an extra die to any damage dealt by the spell.
  • Extend the spell's duration by 1 round (if applicable).
  • Increase the spell's save DC by 1.
Perfect Sets Table (d6):

Perfect Set Value

Effect

1 The rune activates, but you take force damage equal to the spell level.
2 The rune's magic is unstable. Reroll one die; if you roll a, it causes 1 it to fail.
3 The rune creates harmless sparks or noises, drawing attention.
4 The spell's effect is amplified in range or size by 5 feet.
5 The spell’s effects last for double their normal duration.
6 The spell activates flawlessly, ignoring counterspells or dispels.

 

Perfect Sets Table (d8):
Perfect Match Value Effect
1 The rune activates, but you take force damage equal to the spell level.
2 The rune’s magic is unstable. Reroll one die; if it results in a 1, the rune fails catastrophically.
3 The rune creates a magical echo, allowing the spell to affect one additional target within range (DM's choice).
4 The spell’s effect is amplified in range or size by 10 feet.
5 The spell’s effects last for double their normal duration.
6 The rune surges with power, granting the spell a +1 bonus to its attack roll or save DC.
7 The rune activates with an arcane spark, restoring a number of hit points to you equal to the spell level.
8 The spell activates flawlessly, ignoring counterspells, dispels, or resistance to its damage type.

 

Perfect Sets Table (d10):
Perfect Match Value Effect
1 The rune activates, but you take force damage equal to the spell level.
2 The rune’s magic destabilizes. Reroll all dice; if any result is a 1, the rune fails catastrophically.
3 The rune creates a magical echo, allowing the spell to affect two additional targets within range (DM's choice).
4 The spell’s effect is amplified in range or size by 15 feet.
5 The spell’s effects last for double their normal duration.
6 The rune surges with power, granting the spell a +2 bonus to its attack roll or save DC.
7 The rune activates with an arcane spark, restoring hit points to you equal to the spell level.
8 The spell activates flawlessly and gains advantage on its attack roll or imposes disadvantage on the target’s saving throw.
9 The rune supercharges the spell, increasing its damage by 50% (rounded down).
10 The spell activates flawlessly, ignoring counterspells, dispels, or resistance. Additionally, you regain a spell slot equal to half the rune’s level (rounded down).

Level 6: Careful Activation

 As you have grown your connection with the weave, you gain the ability as a reaction to re-roll one of your dice when activating runes. You can do this only a limited number of times per long rest, based on your proficiency bonus.

Rapid Etching

Starting at 10th level, you can etch runes onto simple devices in a fraction of the time normally required. This allows you to prepare a rune for immediate activation during combat or another high-stress scenario. However, this process requires intense focus and precision, and overuse risks damaging your devices or even yourself.

Rules for Rapid Etching:

  1. Casting Time: Rapid etching takes 1 action, during which you must maintain full concentration. If you lose concentration before completing the etching, the attempt fails, and the spell slot is still consumed.
  2. Spell Level Limit: You can only rapid-etch runes for spells up to the level of your proficiency bonus.
  3. Concentration Check: After etching the rune, make a Concentration check (DC = 10 + 2 × the spell level).
    • On a success, the rune is etched successfully.
    • On a failure, the rune is unstable and triggers a Rune Mishap (see below).
  4. Limited Uses: You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per short or long rest.
  5. Rune Mishaps: When a Concentration check fails, roll a d8 to determine the mishap:

d8 Roll

Rune Mishap Effect

1 The rune fails to etch, and you take force damage equal to the spell level
2 The rune etches improperly, and the spell activates with a random target within range.
3 The rune fizzles, consuming the spell slot and creating harmless sparks.
4 The rune is etched, but its activation will automatically fail catastrophically.
5-6 The rune etches successfully but is unstable; its activation roll uses d6s instead of d10s.
7 The rune etches but drains you; lose a spell slot of 1 level lower than the rune’s level.
8 The rune etches perfectly, but you lose the ability to rapid-etch again until you complete a long rest.

Runic Mastery

You've gained a mastery in the weaving of runes using magic. You gain the the ability to choose one of the following boons based on your learning and knowledge:

Master Rune-Smith

You've achieved unparalleled mastery over runic magic, allowing you to create permanent, powerful effects and reduce the risks associated with activating runes.

Features:

  • Permanent Runes: Once per long rest, you can etch a rune that lasts indefinitely until activated, does not count against your normal etched runes, and retains its potency even if you rest. You can only have one permanent rune active at a time.
  • Enhanced Stability: When activating a rune, you can reroll one die of your activation roll. You must use the new result.
  • Runic Expertise: You ignore the Catastrophic Failure effect on activation rolls of spells up to 5th level.

Master of the Arcane Forge

Your mastery of runic magic has unlocked the ability to create intricate devices that serve as advanced conduits for your runic magic, unlocking unprecedented power.

Features:

  • Runic Construct: You can spend 1 hour crafting a Runic Construct, a magical item that acts as a companion. The construct can hold and activate up to 3 etched runes (even simultaneously), using your activation roll and saving throw DCs.
  • Overcharged Runes: Once per short rest, you can overcharge a rune during its activation. If the activation roll succeeds, the spell is cast at one level higher than the rune’s level.

Keeper of the Arcane Matrix

You've unlocked the secrets of creating an Arcane Matrix, a powerful network of runes that interact to amplify magic and disrupt enemies.

Features:

  • Arcane Matrix: Once per long rest, you can spend 10 minutes creating an Arcane Matrix, a magical zone with a 30-foot radius. Within this zone:
    • Any rune you activate gains a +2 bonus to its activation roll.
    • Allied spellcasters add your Intelligence modifier to their spell attack rolls or save DCs while in the zone.
    • Enemies in the zone have disadvantage on saving throws against spells you cast or runes you activate.
  • The Arcane Matrix lasts for 1 minute or until you dismiss it as a bonus action.
Keeper of the Arcane Matrix

You've unlocked the secrets of creating an Arcane Matrix, a powerful network of runes that interact to amplify magic and disrupt enemies.

Features:

  • Arcane Matrix: Once per long rest, you can spend 10 minutes creating an Arcane Matrix, a magical zone with a 30-foot radius. Within this zone:
    • Any rune you activate gains a +2 bonus to its activation roll.
    • Allied spellcasters add your Intelligence modifier to their spell attack rolls or save DCs while in the zone.
    • Enemies in the zone have disadvantage on saving throws against spells you cast or runes you activate.
  • The Arcane Matrix lasts for 1 minute or until you dismiss it as a bonus action.

Master of the Arcane Forge

Your mastery of runic magic has unlocked the ability to create intricate devices that serve as advanced conduits for your runic magic, unlocking unprecedented power.

Features:

  • Runic Construct: You can spend 1 hour crafting a Runic Construct, a magical item that acts as a companion. The construct can hold and activate up to 3 etched runes (even simultaneously), using your activation roll and saving throw DCs.
  • Overcharged Runes: Once per short rest, you can overcharge a rune during its activation. If the activation roll succeeds, the spell is cast at one level higher than the rune’s level.

Master Rune-Smith

You've achieve unparalleled mastery over runic magic, allowing you to create permanent, powerful effects and reduce the risks associated with activating runes.

Features:

  • Master Etching: Once per long rest, you can etch a rune that lasts indefinitely until activated, does not count against your normal etched runes, and retains its potency even if you rest. You can only have one permanent rune active at a time.
  • Runic Stability: When activating a rune, you can reroll one die of your activation roll. You must use the new result.
  • Runic Expertise: You ignore the Catastrophic Failure effect on activation rolls of spells up to 5th level.

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