Wizard
Base Class: Wizard

You learn to inscribe magical runes that store protective magic.

You gain Rune Charges equal to your proficiency bonus. You regain all charges after a long rest.

As a bonus action, you may inscribe a rune on a creature, object, or surface within 30 feet. A rune lasts 1 hour or until triggered.

You may have a number of active runes equal to your Intelligence modifier (minimum 1).

 

Level 3: Runic Inscription

You learn to inscribe magical runes that store protective magic.

You gain Rune Charges equal to your proficiency bonus. You regain all Rune Charges when you finish a long rest.

As a bonus action, you may inscribe a rune on a creature, object, or surface within 30 feet. A rune lasts for 1 hour or until triggered.

You can maintain several active runes equal to your Intelligence modifier (minimum of 1).

Level 6: Runic Barrier

 

As an action, you can inscribe a large protective rune circle at a point you can see within 60 feet.

Spend 1 Rune Charge. The circle has a 10-foot radius and lasts for 1 minute.

Allies inside the circle gain +1 AC and temporary hit points equal to your wizard level at the start of their turn (once per turn).

Level 10: Reflective Glyph

Your protective runes lash back at attackers.

When a creature hits a target protected by one of your runes, the attacker takes force damage equal to your Intelligence modifier.

If the attack was a spell, the attacker must succeed on a saving throw against your spell save DC or take the same damage again.

Level 14: Grand Seal

You can create a powerful runic seal that reshapes the battlefield.

As an action, you can spend 2 Rune Charges to inscribe a large rune circle at a point you can see within 60 feet. The circle has a 20-foot radius and lasts for 1 minute.

Enemies in the area treat it as difficult terrain and have disadvantage on saving throws against your wizard spells.

Allies in the area gain resistance to damage once per turn while inside the circle.

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