Base Class: Wizard
Runic Wizards practice a tradition of arcane preparation that treats magic as something to be fixed into the world, rather than summoned in the moment. Through sigils, glyphs, and inscribed formulae, they bind fragments of spellcraft into runes—physical anchors of intent that can be invoked to tilt fate, reinforce allies, or disrupt enemies at precisely the right moment.
Where other wizards rely on improvisation, the Runic Wizard relies on foresight. Their strength lies not in raw power, but in leverage—altering the flow of battle, extending crucial moments, and ensuring that when magic is unleashed, it lands exactly where it matters most.
Bonus Proficiencies
3rd level Runic Wizard feature
You are proficient with Calligrapher's Tools.
You learn to speak, read, and write in Giant.
Runic Craft
3rd-Level Runic Wizard feature
When you choose this subclass, you learn to inscribe and invoke runes—minor arcane constructs that influence the world when activated.
Runic Power
You gain a pool of Runic Power Points (RPP) equal to twice your proficiency bonus. You regain all expended RPP when you finish a long rest.
You expend RPP to activate runes, as described below.
Preparing Runes
When you finish a long rest, you inscribe a number of runes equal to your proficiency bonus. Each rune represents a specific effect you can invoke later. You can have only one instance of a given rune prepared at a time.
You can change which runes you have prepared when you finish a long rest.
Invoking a Rune
Activating a rune requires a bonus action, unless otherwise stated, and costs 1 RPP. A rune’s effect is immediate and does not require concentration.
A creature can be affected by multiple different runes at once, but bonuses from the same rune do not stack.
Arcane Recovery and Runes
When you use Arcane Recovery, you regain a number of Runic Power Points equal to your proficiency bonus and can change a number of prepared runes equal to half your proficiency bonus (rounded down).
Level 3: Foundational Runes
3rd-Level Runic Wizard feature
At 3rd level, you have access to the following runes. Each rune offers a combat effect and a utility effect.
Binding Rune
You deny movement and anchor positions.
Runic Tether (Combat). As a bonus action, choose one creature you can see within 30 feet. Until the end of your next turn, that creature’s speed is reduced by 5 feet × your proficiency bonus.
Anchored Action (Utility). As a bonus action, choose one creature you can see. For 1 minute, the chosen creature can ignore forced movement and cannot be knocked prone once. After this effect triggers, it ends.
Precision Rune
You ensure that a critical moment lands exactly as intended.
Precise Strike (Combat). As a bonus action, choose one creature you can see within 30 feet. The next attack roll that creature makes before the end of your next turn gains a bonus equal to your proficiency bonus.
Precise Action (Utility). As a bonus action, choose up to a number of creatures you can see equal to your proficiency bonus. Each creature gains a bonus equal to your proficiency bonus on its next ability check made within 1 minute.
Volatility Rune
You embrace extremes, accepting risk for the chance of decisive impact.
Volatile Strike (Combat). As a bonus action, choose up to a number of creatures you can see equal to your proficiency bonus. Until the end of your next turn, the next attack roll each creature makes has its critical hit range expanded by your proficiency bonus, and its fumble range expanded by the same amount.
Unstable Effort (Utility). As a bonus action, choose one creature you can see. Within the next minute, the next time that creature rolls a d20, it rolls twice and must use the second result.
Warding Rune
You insulate allies against harm you expect to face.
Runic Guard (Combat). As a bonus action, choose up to a number of creatures you can see equal to your proficiency bonus. Until the start of your next turn, each chosen creature gains a bonus to AC equal to your proficiency bonus against the next attack that hits it.
Insulated State (Utility). As a bonus action, choose up to a number of creatures you can see equal to your proficiency bonus and choose one damage type. For 1 minute, when a chosen creature takes damage of that type, reduce the damage by an amount equal to your proficiency bonus. This reduction applies before resistance. A creature can benefit from only one Insulated State at a time.
Runic Tradition Spells
3rd-Level Runic Wizard feature
Your study of runic magic grants you particular familiarity with spells that anchor, alter, reveal, and redirect magic through the physical world.
When you reach a Wizard level specified in the Runic Tradition Spells table, you thereafter always have the listed spells prepared. These spells don’t count against the number of Wizard spells you can prepare.
| Wizard Level | Spells |
|---|---|
| 3rd | Longstrider, Shield |
| 5th | Arcane Lock, See Invisibility |
| 7th | Haste, Slow |
| 9th | Dimension Door, Stoneskin |
| 11th | Passwall, Teleportation Circle |
Expanded Runes
6th-Level Runic Wizard feature
At 6th level, you gain access to additional rune options and refine your control over lingering effects.
Persistence Rune
Held Momentum (Combat). As a bonus action, choose up to a number of creatures you can see equal to your proficiency bonus. For the next minute, the first time each chosen creature would cause an effect it created with a duration of 1 round or less to end, it may delay that ending until the end of its next turn. Each creature can benefit from this effect once.
Enduring Pattern (Utility). As a bonus action, choose one creature you can see that is currently affected by a spell or feature it created with a duration of 1 minute or less. Increase that effect’s duration by a number of rounds equal to your proficiency bonus plus your Intelligence modifier, to a maximum extension of 1 additional minute. This rune does not extend concentration or exceed an effect’s normal limitations.
Dominion Rune
Claimed Ground (Combat). As a bonus action, choose a 30-foot-radius area you can see. Until the start of your next turn, the area does not count as difficult terrain for you and your allies, and creatures of your choice in the area gain additional movement equal to 5 feet × your proficiency bonus during their turn.
Declared Territory (Utility). As a bonus action, choose a 30-foot-radius area you can see. For 1 minute, creatures of your choice in the area gain a bonus equal to your proficiency bonus on ability checks made there.
Advanced Runes
10th-Level Runic Wizard feature
At 10th level, your runes influence perception and transformation.
Perception Rune
Revealing Sight (Combat). As a bonus action, choose up to a number of creatures you can see equal to your proficiency bonus. Until the end of your next turn, each gains blindsight and can see invisible creatures within 30 feet.
Foreseen Path (Utility). As a bonus action, choose up to a number of creatures you can see equal to your proficiency bonus. Within the next minute, each creature can reroll one Perception, Investigation, Insight, or Survival check and must use the new roll.
Conversion Rune
Mutable Force (Combat). As a bonus action, choose up to a number of creatures you can see equal to your proficiency bonus. Until the end of your next turn, the next time each creature deals damage that is not bludgeoning, piercing, or slashing, it can change that damage to another damage type of its choice.
Adaptive Form (Utility). As a bonus action, choose up to a number of creatures you can see equal to your proficiency bonus. For 1 minute, each chosen creature gains one movement type of your choice (such as flying, swimming, or climbing) with a speed equal to its walking speed.
Master Runes
14th-Level Runic Wizard feature
At 14th level, your runic craft reaches its peak. You gain access to the most potent runes.
Supreme Perception Rune
Creatures affected by your Perception rune now gain truesight instead of blindsight.
Runic Mastery
When you activate a rune, you can choose to affect one additional creature beyond the normal limit.
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