Wizard
Base Class: Wizard

you are a specialist in traps and magic symbols.

script of magic

At 2nd level during a short rest you may create 1d4 spell talismans [paper is required]. Which you may use for yourself or give out to your party. Each spell talisman has a leveled spell of 2nd level or lower bonded to it which will be automatically cast when ripped in two. If your class is capable of casting magic you can rip the talisman as a bonus action however if your class does not use magic it takes an action. [subclasses don't count]

At 10th level you can bond 3rd level or lower spells to the talisman.

runic tricks


At 6th level you gain the ability to set spells as traps, placing a spell in a location equal to or less then that spells area of effect and having it activate when one of these conditions is set.

An enemy steps into the space the trap is placed

A particular object in that space is picked up or touched

You trigger the trap yourself [bonus action]

you may also make it so you specific creatures or entities do not set off your traps.

silent caster

At 10th level you are adept at using runes to cast your spells, to the point where all vocal components for spells are now somatic, as you now write out the spells with magic instead of verbally casting them. This gives you advantage to stealth attacks while casting spells and grants you the ability to hide your spell casting from people. [requires successful stealth or sleight of hand

rune of pure magic

At 14th level, you can use an action to set up a 20ft radius circle of magic. if a spell is cast within the area of magic it affects all those inside including allies. This magic zone lasts for a minute and can not be used again until you have another short or long rest. you may also spend a bonus action to move one creature or object within the magic zone outside of it. 

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4/9/2020 6:02:09 PM
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