Skip to content
← Back to Wizard
Wizard

Runic Mage

Runecrafter Wizards enhance their spellcasting through the ancient power of runes. Though the tradition originated with the giant rune casters of old, runecraft magic has expanded to encompass countless languages and practitioners across different worlds. For many runecrafters, the runes they wield are as every bit unique and personal as their spellbook. Some strive to honor the practice’s origins among the giants, engraving their runes on decorative stones that adorn their spellcasting implements.

Subclass Features

Lv 3

Runes of Understanding

Your study of runecraft has unlocked the ability to decode runes and languages, regardless of their origin; you always have Comprehend Languages prepared. You can cast it without expending a spell slot times per long rest equal to your INT modifier (Minimum 1).

Runic Empowerment

You learn how to amplify your magic through the application of various runes. Your knowledge of these runes is stored in your spellbook, though you determine the runes’ cosmetic appearance.

When you cast a spell using a spell slot, you can invoke one of the following runes

Enemy Rune: When you invoke this rune, choose one creature you can see within 30 ft of you. Until the end of your next turn, attack rolls that target the chosen creature gain a bonus equal to half the level of the spell slot expended (Rounded up, minimum of +1).

Journey Rune: When you invoke this rune, your speed increases by a number of ft equal to 5 times the level of the spell slot expended, and your movement doesn’t provoke opportunity attacks. These benefits last until the start of your next turn.

Life Rune: When you invoke this rune, choose one creature you can see within 30 ft of you (You can choose yourself). The chosen creature gains temporary hit points equal to 5 times the level of the spell slot expended.

Light Rune: The next successful attack you or an ally within 30 ft of you deals additional D4 Radiant damage equal to the level of the spell slot expended. The effect ends at the end of the target’s next turn.

You can invoke no more than one rune per spell. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Lv 6

Sigils of Warding

You can call on a rune of protection to guard yourself against threats. When you fail a STR, DEX, or CON saving throw, you can use your reaction to expend one use of your Runic Empowerment and succeed on the saving throw instead.

Rune Maven

Your understanding of runecraft has grown immensely. Whenever you use your Arcane Recovery feature, you also regain a number of your expended uses of Runic Empowerment. The number of uses you regain can be no more than half your INT modifier, rounded up (Minimum 1).

Lv 10

More Runes of Runic Empowerment

Your study has unearthed new runes that you can use with your Runic Empowerment

Ice Rune: You create a 30 ft diameter area of Difficult Terrain around a target you can see within 60 ft of you that lasts for one minute.

Cloud Rune: You cast the spell Gaseous Form on yourself without expending a spell slot as part of the action.

Blood Rune: You can expend any number of your unspent hit dice to add that much Necrotic damage to your next melee attack or unarmed strike.

Stone: You gain Resistance to non magical Bludgeoning, Piercing, and Slashing damage until the start of your next turn.

Wind Rune: When you invoke this Rune you gain a Flying speed equal to your movement speed until the end of your next turn.

Lv 14

More Runes of Runic Empowerment

Your study has unearthed new runes that you can use with your Runic Empowerment

Shield Rune: You increase your AC by the expended spell’s level until the end of your next turn.

Fire Rune: A Fire Elemental springs forth attacking one creature you can see within 10 ft of you with +6 to hit, dealing 3D6 Fire damage and causing the creature to catch fire. They take 1D10 Fire damage at the start of each of their turns until they or a creature within 5 ft of them using their action to douse the flames.

Death Rune: You mark a creature you can see within 30 ft of you, the mark lasts for one minute. As a bonus action, you can invoke the Death Rune to curse the creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack roll, the target also takes 1D8 Force damage, and the curse ends.

Storm: You can cast the spell Call Lightning without expending a spell slot as part of the action.

War: A creature within 30 ft of you, you can see has disadvantage on saving throws made against spells you cast.