School of Runes, Variant (5e Subclass)
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School of Runes
Well, if your desire is to create magical runes as a spell caster that enhances your own spells or give magical properties to your allies, this is your subclass. A wizard that mastered the transmutation magic to weave spells and powers onto stones, items, and flesh.
- Rune Bonus Spells
Starting at the second level, you learn a Transmutation spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. You learn additional spells this way at the 3rd, 5th, 7th, and 9th levels.
- Rune Carver
You can inscribe runes to enhance your magic. You learn 1+your Int Modifier Scribing Techniques of your choice, from among the techniques described below, and each time you gain a level in this class, you can replace one technique you know with a different one from this feature.
Whenever you finish a long rest, you can touch a number of objects equal to the number of techniques you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, is dispelled or consumed, and an object can bear only one of your runes at a time.
There are 3 types of techniques: Skills, Spells, and Mysc as described below.
You can have as many Spell techniques as your proficiency bonus.
When you scribe a spell on a rune, this spell is scribed at the lowest possible level, you must provide all material components required for the spell to be cast and the rune is consumed after casting the spell.
Any creature you designate can use a Spell Rune you created to cast the scribed spell through it. The creature must have proficiency in the arcana skill, casting such a spell has V, S, M components and any M component is replaced for the item the rune is scribed on.
- Craftsman Rune: While wearing or carrying a tool inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with that tool.
- Wind Rune: While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Dexterity (Acrobatics) checks.
- Wilderness Rune: While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Wisdom (Survival) checks.
- Stone Rune: While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks and all Strenght checks.
- Keen Rune [lvl 5]: While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
- Craftsman Master Rune [lvl 5]: While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
- Transmuted Rune: You inscribe a rune and cast a spell you have prepared on it. If the spell deals elemental damage [acid, cold, fire, lightning, or thunder damage], you can change that damage type to one of the other listed ones. You decide the damage type when you scribe the rune.
- Powerful Rune: You inscribe a rune and cast a spell you have prepared on it. The rune stores a spell one level higher, provided you have a spell slot of that level.
- Distant Rune: You inscribe a rune and cast a spell you have prepared on it. The spell range is doubled.
- Permanent Rune: You inscribe a rune and cast a spell with a duration of 1 hour or longer you have prepared on it. While holding this rune, a willing creature gains the benefit of the spell stored until the rune is dispelled.
- Extended Rune: You inscribe a rune and cast a spell you have prepared on it. The duration of the stored spell is doubled.
- Sculpted Rune [lvl 5]: You inscribe a rune and cast an evocation spell you have prepared on it. If the spell affects other creatures that you can see, you can choose a number of them equal to your proficiency bonus. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
- Mindful Rune [lvl 5]: You inscribe a rune and cast a spell you have prepared on it. The spell no longer needs concentration. Anytime you receive 20 or more damage, you must make a Constitution Saving Throw as if you were concentrating on a spell. On a failed save, the rune or the magical effect is dispelled.
- Twinned Rune [lvl 5]: You inscribe a rune and cast a spell that targets only one creature and doesn't have a range of self you have prepared on it. You can target a second creature in range with the rune.
- Quickened Rune [lvl 5]: You inscribe a rune and cast a spell that has a casting time of 1 action you have prepared on it. The casting time of the spell change to 1 bonus action for this casting.
- Penetrating Rune [lvl 5]: You inscribe a rune and cast a spell have prepared on it. The spell ignores damage resistance.
- Heightened Rune [lvl 9]: You inscribe a rune and cast a spell you have prepared on it. One target of the spell scribed in the rune (your choice) makes its saving throw with disadvantage.
- Unstoppable Rune [lvl 9]: You inscribe a rune and cast a spell have prepared on it. The spell ignores damage immunity.
- Summoning Rune: While wearing a weapon or an item that bears this rune, you can summon it back with your bonus action.
- Grace Rune: A willing creature holding this Rune has its speed increased by 15 feet.
- Giant's Rune: A willing creature holding this Rune can activate it as a bonus action, magically becoming large for 1 minute and dealing 1d4 extra damage with weapon attacks that use Strenght.
- Stunning Rune: When a creature walks on this rune or when you throw it at one enemy, he must succeed on a Wisdom Saving Throw or become paralized until the end of his next turn.
- Blinking Rune: You can set this rune on any material surface. When a willing creature touches it, it is teleported to a fixed location exactly 60 feet away from the rune. You designate this location when you set the rune on the surface. You don't need to see the destination, but if it is occupied the creature takes 5d10 force damage and isn't teleported.
- Focus Rune [lvl 5]: A willing creature holding this rune has advantage on constitution saving throws to maintain concentration.
- Healthy Rune [lvl 5]: While wearing or carrying a piece of armor that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
- Darkvision [lvl 5]: While wearing or carrying an item that bears this rune you gain Darkvision out to a range of 60 feet.
- Celestial Rune [lvl 9]: While wearing or carrying a piece of armor that bears this rune, you have resistance against necrotic and radiant damage.
- Elemental Protection Rune [lvl 9]: While wearing or carrying an item that bears this rune, you have resistance to acid, cold, fire, lightning, or thunder damage. You decide the type of damage when you inscribe the rune.
- Empowered Cantrip [lvl 9]: While wearing a spellcasting focus that bears this rune, the bearer can add your spellcasting ability to its damage rolls with cantrips.
Your runes use your spellcasting ability. A level prerequisite in a technique refers to wizard level, not character level.
- Rune Glyph
At 6th level, you add the Glyph of Warding spell to yur spellbook if it is not there already. You always have it prepared and it doesn't count against the number of spells you can prepare each day. You can cast Glyph of Warding without expending a spell slot and without providing its material components once per long rest.
Whenever you cast Glyph of Warding or Inscribe a rune, it has additional benefits:
- Creatures have disadvantage on skill checks related to spot, identify and dispell your Runes.
- You can change the spell stored on it as part of a short rest, provided you can touch it and you have the material components to cast the spell.
At 10th level, you no longer have to inscribe different runes onto each object and you can inscribe spells you don't have prepared as long as you know it and carry your spellbook.
- Tattoo Inscribing
At 14th level, you can inscribe Runes on your own skin [Tattoo]. To do it, you must know the Rune Technique when you do it. You can have as many Tattoos as your Constitution modifier.
If the rune has a level prerequisite, you must pay 50 gp per level of the prerequisite. Additionally, if it is a spell rune, the process takes 4 hours and costs 50 gp per spell level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.