DnD5 Wizard Runethane

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The Runethane wizard delves deep into the oft-elemental power within ancient dwarven rune magics, runic sigils that evoke what dwarrowfolk call the Deep Power. xxx

Runic Lore

Beginning when you select this school at 2nd, you develop spells quickly that invoke the runic Deep Power of dwarrow-lore. Immediately add the spells guidance and message to your known cantrips, and choose one of the following first-level spells to add to your spellbook: comprehend languages or absorb elements (XGE)

Then, at the following levels, choose one of the indicated spells to add to your spellbook. This happens automatically, as though it were a spell gained through the class feature "Learning Spells of 1st Level and Higher."

  • 3rd level: magic weapon or earthbind (XGE)
  • 5th level: glyph of warding or magic circle
  • 7th level: Mordenkainen's private sanctum or elemental bane (XGE)
  • 9th level: teleportation circle or stone shape
  • 11th level: guards and wards or investiture of stone (XGE)
  • 13th level: sequester or symbol
  • 15th level: power word stun or mighty fortress (XGE)
  • 17th level: power word kill or invulnerability (XGE)

These spells are all considered to be wizard spells, but only for runethane wizards.

The Deep Power

Starting at 2nd level, a runethane may draw upon the Deep Power to augment their spells. Though there are places where the Deep Power pools beneath the earth which runethanes can tap into, they can also tap into their own vital essence to do this. When casting a spell of first level or higher that inflicts damage, the runethane may spend hit dice as part of the casting, rolling those hit dice along with damage dice and adding the results to the spell's damage. This damage is always of the same type of damage inflicted by the spell being cast.

Wellsprings of Deep Power, in contrast, have "ambient dice" which runethanes may draw upon as though they were the runethane's own hit dice. These dice are usually d6's, but can be more powerful in some places. Some wellsprings also have an "affinity," allowing spells augmented by those dice to inflict either the type of damage used by the spell or the type of damage granted by the wellspring. Wellsprings whose ambient dice are exhausted recover them at a rate of one per week.

You may spend a maximum number of dice equal to the spell slot used to cast the spell in question. Once you have used this ability once, you must complete a short rest in order to use it again. You may use it twice at 6th level, and three time at 10th before needing to recover the ability.

Circle of Runes

Starting at 6th level, you may cast a Concentration duration spell in such a way that it etches itself into the surface on which you stand. You must be standing on stone, wood, or some other hard surface, and cast a spell that targets yourself with a Concentration duration. This causes the magic to burn a circle of runes at your feet. For the duration of the spell, you may maintain Concentration on this spell in addition to any others (including needing to make Concentration saves on both spells as long as you maintain them). If you move from the spot in which you cast the Circle of Runes, leaving the circle, the spell ends.

The Circle of Runes is a circle five feet across when cast normally, but by using a spell slot higher in level than needed to cast the spell, you can cause the Circle to be wider. Add five feet to the total width across for each spell level above. Thus, casting a spell with a spell slot one level higher creates a circle ten feet across, two levels higher for fifteen feet across, and so on.

At 12th level, you can use Circle of Runes on a spell you cast on a willing target instead. As long as the target of the spell remains in the Circle, the spell is maintained per this ability.

Improved Circle of Runes

Beginning at 10th level, when you cast a Circle of Runes, it has an additional benefit for you (or whoever is benefitting from it, if you are using the 12th level improvement of Circle of Runes).

  • Protection: You may also choose two damage types (only one of which may be bludgeoning, slashing, or piercing). As long as the Circle of Runes is maintained, you have resistance to those types of damage.
  • Recuperative: When the Circle of Runes ends, you may immediately spend hit dice, recovering hit points as though you'd performed a short rest. You may spend up to your Intelligence bonus in total hit dice.
  • Warding: You may choose two saving throws. As long as the Circle of Runes is maintained, you have advantage on those saves.

The Master Runes

Starting at 14th level, you have unlocked the secrets of the Master Runes, runic sigils that embody the power of multiple spells at the same time. At the beginning of each day, you may prepare a single Master Rune as though it were a spell. While you have this Master Rune prepared, you are assumed to have all the spells that make up that rune prepared and ready to cast. Master Runes provide a list of five spells, of first through fifth levels. You may choose one Master Rune to know when you gain this power, and others may be researched (at a time and cost equal to the combined spells in the Master Rune).