Base Class: Wizard
These wizards study the arcane lost art of rune crafting and using the magic of the written word to cast their spells. It is a very difficult art that requires them to learn to write draconic, Sylvan, Celestial, Infernal, or other inherently magical languages. They most commonly write or carve runes onto a surface, creating words with them that correspond to a spell they know. Some Rune Wizards will draw these runes on themselves so they can cast them at a moment's notice. It is a delicate art that, if done poorly will result in harming the wizard. Rune magic, as a result, is best practiced in safety. Due to how difficult and dangerous it is, the art of Rune crafting is almost lost to time.
Knowledge of the Craft
You have gained the knowledge of the art of Rune-crafting and have begun studying its tenets, beginning with calligrapher's tools and mason tools to create your runes. You gain proficiency in arcana. You also critically fail your spells on a 1 or 2, resulting in 1d4 psychic damage per spell level on yourself. In addition, you learn the following rune abilities. You may prepare a number of these equal to your INT mod, but the number is never less than one.
Rune of Protection. Once per short rest, you may activate a protective rune that reduces all non-magical damage against you by 1+your INT mod for one minute.
Rune of Empowering. Once per short rest, you may activate a powerful rune that allows you to add 1d6 force damage to the next evocation spell that you cast.
Rune of the Eye. Once per short rest, you may activate a sensory rune that grants you advantage on all sight-based checks for ten minutes.
Rune of Mentality. Once per short rest, you may activate a charming rune that doubles the duration of the next enchantment spell you cast within 10 minutes.
Rune of Shadows. Once per short rest, you may activate a dark rune that causes all ranged attacks against you to have disadvantage for 3 rounds.
Rune of Freedom. Once per short rest, you may activate a liberating Runs that gives you advantage to escape all grappling and restraining attempts.
Rune of Changes. Once per short rest, you may activate a transformative rune that doubles the duration of the next transmutation spell you cast within 10 minutes.
Rune of the Oracle. Once per short rest, you may activate a Seeing rune that allows you to cast a divination spell that you know under 4th level without using a spell slot.
Rune of Skills. Once per short rest, you may activate a skillful rune that gives you advantage on your next skill check.
Rune of Necrosis. Once per short rest, you may activate a deathly rune that causes damaging necromancy spells to deal an additional 1d6 necrotic damage.
Rune of the Healer. Once per short rest, you may activate a healthy rune that heals all allies within 30 ft of you by 10 points.
Rune of Conjuring. Once per short rest, you may activate a summoning rune that allows you to cast a conjuration spell that you know under 4th level without the use of a spell slot.
Rune of Improved Focus. Once per short rest, you may activate an intense rune that allows you to use two concentration spells at once for up to a minute.
Rune of Nullification. Once per short rest as a bonus action, you may activate a void rune that allows you to nullify any one resistance or immunity on a hostile creature, or any one vulnerability on an ally. This effect lasts for one minute.
Rune of Reflecting. Once per short rest, you may activate this rune as a reaction when you take damage. The creature that caused the damage against you takes an equal amount of force damage.
Runic Empowerment
At 6th level, you gain Glyph of Warding if you didn't have it already. You can carve the Gylph of warding onto any object you desire, imbuing it with up to three charges of a spell you have prepared, or a one-time burst of 5d8 fire, cold, lightning, thunder, or acid damage against a single target. If the targeted object is a weapon, the weapon is treated as magical during this time. In addition, you may now use your runic abilities twice per short rest.
Rune Vestiture
At 10th level, you learn mage armor if you didn't already know it, and it is always prepared. Your mage armor gains 2 extra AC, and give you resistance to non-magical bludgeoning, piercing, and slashing damage. In addition, you no longer critically fail on a two.
Mastery of the Art
At 14th level, your knowledge of runes and creative experimentation has shown you easier ways of casting with runes and given you ideas for how to emulate spells from other classes. Thrice per day, when you see another spellcaster cast a spell, you can choose to copy that spell and use it for yourself. You cannot copy the same spell twice, and each spell can be used once that day. You can use this feature to cast a spell above your usual abilities, however doing so will cause you to take 4d10 necrotic damage per spell slot over your highest spell slot. Finally, you may now use your runic abilities thrice per short rest, and you can prepare an extra one per day.
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