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School of Runes Wizard


Hit Points

Hit Dice: d6 per School of Runes Wizard level
Hit Points at first Level: 6 + your constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Overview & Creation

These Wizards research and channel the magic of the world runes that sparked the creation of Runeterra. Instead of a spellbook they store their arcane knowledge in a runestone.


Class Features

Arcane Recovery     You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.   For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.     Arcane Tradition   When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.   Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.   Ability Score Improvement   When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   Spell Mastery   At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.   By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.   Signature Spells   When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.   If you want to cast either spell at a higher level, you must expend a spell slot as normal.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) a dagger (a) a component pouch or (b) an arcane focus (a) a scholar’s pack or (b) an explorer’s pack A spellbook


Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.     Spellbook   At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.     Preparing and Casting Spells   The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.     Spellcasting Ability   Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier   Ritual Casting   You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.   Spellcasting Focus   You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.   Learning Spells of 1st Level and Higher   Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).


Subclass Options

School of Runes   Scribe of the Runes   Starting at 2nd level all the spells previously in your spellbook will be transferred into your Runestone. Additionally any spell you find cost 3/4 of the price to transfer into your Runestone.   Power of the World Runes   Addtionally at 2nd level the last spell you've cast allows you to use one of the benefits granted by it's respective world rune explained below. You can use any ability once per long rest. (increases two twice at level 9 and thrice at level 15)   Precision: (If your last spell was a divination spell)   Your next spell attack gets a bonus to hit equal to the spell level of the divination spell. You can do so after seeing the roll.   Domination: (if your last spell was an evocation or necromancy spell)   Your next spell deals Bonus damage to one damage spell equal to the level of the that is cast*d8 fire (evocation) or necrotic damage (necromancy), if that spell kills your target you gain temporary hit points equal to your wizard level   Sorcery: (if your last spell was a transmutation or conjuration spell)   Your next spell is cast one level higher   Resolve: (if your last spell was a Abjuration spell)   Your next spell restores hit points equal to the spells level * d6   Inspiration: (if your last spell was an enchantment or illusion spell)   You can use your bonus action to copy one spell from the wizards spell list into your spell book for 24 hours.    Alter reality   Starting at 6th level you're control over the magic surrounding you growns stronger. You can use this feature to change the damage type of a leveled spell, double the range of a leveled spell or cast a leveled spell with a range of touch at a range of 15 feet. You can use this feature a number of times euqal to your intelligence modifier per long rest.   Realm Warp   Starting at 10 level you can release runic energy to teleport you and any allies within 10 feet of you to a location on this plane. You need to be able to name this location or describe its directions (eg 25 miles south). Using this feature takes a minute and you can use it once per short rest.   Runic Explosion   Starting at 14th level, if you've cast one spell from every rune type since your last long rest, you can create a powerful exploison that targets any creature withing 30 feet of you. Any creature of your choice affected by this must succed on a constitution saving throw euqal to your spell save dc or be torn apart by the powerful magic of the world runes. If they fail this saving throw they take 12 d12 force damage or half as much damage on a succes. You can use this feature once per longrest.


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MrPupolinaz.

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