Base Class: Wizard
This school of magic focuses on the casting of sigils that trigger upon certain peramaters being met. These wizards generally prefer to plan ahead and ambush their targets.
Rune Savant
Beginning when you select this school at 2nd level, you have advantage on all perception and investigation checks to locate magical runes, sigils and Glyphs. Additionally, unless you so choose, your presence does not activate runes that have the triggering condition of entering within a proximity of or standing on top of the rune.
Finally if you can clearly see a rune, sigil, or glyph within 30ft of you, you can use your action to make an Arcana skill check to determine nature of the effect and triggering condition if it has any. The DC for the check is 13 or 10 + the stored spells level if it has one (+0 if it's a cantrip). You can not use this ability on the same glyph twice.
Rune-Craft
Beginning at 2nd level, you gain the ability to store some of your magic into small runes to lay nasty traps for your foes.
As an action you can magically inscribe a glyph upon a unoccupied surface you touch within 5ft of you (such as a table or a section of floor or wall). The glyph can cover an area of the surface between 1 and 5 feet in diameter, no two glyphs can be active within the same 5ft square. The glyph is triggered the first time a creature moves into the space containing the Glyph.
The glyph initially glows softly, but if it remains un-triggered for at least 1 round, it then fades to being nearly Invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. If un-triggered the Glyphs last until you complete a Long Rest, after which they disappear without activating their effect.
When you inscribe the glyph, you can store a cantrip in the glyph by casting it as part of the same action when creating the glyph. The cantrip being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored cantrip is cast. If the spell has a target, it targets the creature that triggered the glyph. If the cantrip calls for a ranged spell attack, summoning an illusion, or creating a sensory effect, it can originate/appear from a space up to 10ft away that decided upon when the glyph is inscribed. You can only store cantrips that have a casting time of 1 action and do not require concentration.
You can have a number of these glyphs active at one time equal to 1 + your Intelligence modifier. If you inscribe more glyphs than your maximum, earlier glyphs immediately disappear without using their effect starting with the oldest active glyph.
Rune Sculpting
Starting at 6th level, while you can see one of your active runes from your Rune-craft ability, you can use a bonus action to change the stored cantrip within the rune to a new valid one.
Additionally you learn the 'Glyph of Warding' spell, always have it prepared, and it does not count towards the number of spells you can prepare. The spell also gains the benefit of only taking 1 minute to cast (instead of 1 hour), and it requiring 1/4 the gold amount of the materials listed to cast it. While you can see one of your glyphs cast by this spell you can use your bonus action to change the triggering condition of the rune, or spend 1 minute to change the nature of the effect of the rune. If the effect you choose is that of a spell, you can only change it to a valid spell you have prepared that is of a equal or lesser spell level than what was used to cast the original glyph.
Rune of Teleportation
Beginning at 10th level, if you see a medium or smaller creature (this can include yourself) move into the space of one of your runes you cast with your Rune-Craft ability, you can use your reaction to attempt to teleport it to another Rune-Craft rune you cast that you can see within 30 feet of the first one. When used this way, both runes must be on solid ground, and both deactivate without activating their stored cantrips. A non willing creature can attempt a Dexterity saving throw against your spellcasting DC to avoid being teleported. If you target yourself with this effect you can teleport yourself to another 'Rune-Craft' rune you cast within 150 feet of you, and you don't need line of sight to it.
Master Runecaster
Beginning at 14th level, when you use your Rune-Craft ability you can inscribe two glyphs at once, respecting the maximum number of glyphs you can have active, however both glyphs must initially have the same cantrip stored in them.
Additionally, you can increase the cast distance at which you magically inscribe the glyph, from your 'Runecraft' ability or 'Glyph of Warding' spell, from touch to up to 30ft away from you.
Previous Versions
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1/12/2021 8:12:07 PM
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2/8/2021 7:23:29 PM
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4/1/2021 7:14:49 PM
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