Wizard: School of Runemagick

by agentofavarice

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School of Runemagick

The powers of a Runemage influence the magic they cast in unusual ways. With a strange might derived from external sources like magical tattoos or runes inscribed on their bodies, they travel in search of greater sources of power. Whether these travels are meant to safeguard these sources or absorb them is up to the Runemage.

Runic Enhancement

Starting at 2nd level when you choose this school, you can channel the Runes inscribed within your body to enhance your spells. As a bonus action, you can activate Runic Enhancement to place a Rune on a creature within 60 feet of you that lasts for a minute. If that creature fails a saving throw on a spell you use or takes damage from a spell attack roll you make, the Rune activates and gives you a benefit of your choice. You have a maximum number of Runic Enhancements equal to your Intelligence modifier, and these Runic Enhancements return on a long rest. Instead of regaining spell slots when you use your Arcane recovery feature, you can choose to subtract an amount from the level of the regained spell slots to receive an equivalent amount of Runes back.

Runic Benefits

Overpower:

The spell that activated the rune deals an additional 1d8 force damage to the creature with the rune on them.

Overprotect:

Until the start of your next turn, you have a bonus to AC equal to your proficiency bonus, and your movement does not provoke opportunity attacks. Only one creature can benefit from Overprotect per round.
















Credits

Artwork 1 By: Professor Ryze Riot Games
Artwork 2 By: Triumphant Ryze Riot Games
Page Stains By: Jared Ondricek (/u/flamableconcrete)

Overburden:

The creature must make a Strength saving throw equal to your spell save DC. On a failure, the creature becomes restrained until the start of your next turn.

Magically Charged

Starting at 6th level, you now place Runes on a number of creatures equal to your proficiency bonus within 60 feet of you when you use Runic Enhancement. Additionally, you can give another creature the benefits of Overprotect instead of yourself if you choose to use that benefit.

Runic Curse

Beginning at 10th level, when you place a Rune on a creature, they have disadvantage on the next saving throw they make while afflicted by a Rune. Once a creature rolls a saving throw with disadvantage due to Runic Curse, they are immune to the effect of Runic Curse for the next 24 hours.

World Runemagick

Starting at 14th level, the runes within you have absorbed enough of the magic you’ve encountered on your journey that they can powerfully enhance your magical ability. Your Runic Benefits transform into World Runic Benefits and your maximum number of Runic Enhancements now equals your level.

World Runic Benefits

Overpower:

Instead of 1d8 force damage, the creature takes 3d8 additional force damage.

Overprotect:

Two creatures of your choice within 60 feet of you benefit from Overprotect. Now, only two creatures can benefit from Overprotect per round.

Overburden:

Instead of becoming restrained until the start of your next turn, the creature becomes paralyzed for a minute. At the end of each of its turns, the target can make another Strength saving throw. On a success, the creature stops being paralyzed. The creature has advantage on the saving throw if huge or larger.

 

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