Rune Magic

Wizards of this tradition have studied the rune carving and inscription methods of the giants, learning to adapt the magics of the runes to their purposes. Rune mages are adept at using these runes to enhance themselves and others.

Rune Mage Features
Wizard LevelFeature
2ndBonus Language, Rune Scribe
6thRune Barrier
10thCipher
14thMaster of Runes

Bonus Language

2nd-level Rune Magic feature

You learn to speak, read, and write Giant.

Rune Scribe

2nd-level Rune Magic feature

You can place a magical rune upon a willing creature to enhance it. You know two runes of your choice from among the runes described below. Each time you gain a level in this class, you can replace one rune you know with a different rune from this feature. When you reach certain levels in this class, you know one additional rune: at 6th level (3 runes), 10th level (4 runes), and 14th level (5 runes).

Whenever you finish a long rest, you can trace a rune on a wiling creature you touch. You can place a number of runes equal to number of runes you know. Your rune remains on the creature until you finish a long rest, and a creature can bear only one of your runes at a time.

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune.

Guile. The bearer of the rune gains a +4 bonus to AC against opportunity attacks and can’t have its mind read against its will. It has advantage on ability checks and saving throws to be deceitful.
    In addition, when you cast an illusion or enchantment spell or manifest a telepathy power, you can use your reaction to invoke the rune. You cast the spell without somatic or verbal components. If the spell or power requires concentration, you can choose to have its effects linger for 2 rounds after you stop concentrating on it. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Potency. The bearer of the rune increases the save DC for its spells, powers, traits, or class features by 1.
    In addition, when you cast a spell using a 1st-level or higher slot or manifest a power with at least 1 power point that requires 1 action to cast or manifest, you can invoke the rune to cast the spell or manifest the power as a bonus action. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Vigor. The bearer of the rune increases one ability score of your choice by 2, to a maximum of 19.
    In addition, you can invoke the rune to remove one condition from its bearer as a bonus action. The condition you remove must be: blinded, charmed, deafened, paralyzed, poisoned, stunned, or unsettled. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Vitality. Whenever the bearer of the rune has at least 1 hit point, but no more than half its maximum hit point total, it regains 1 hit point at the start of each of its turns until it has at least half its maximum hit points. If the bearer is reduced to 0 hit points, it doesn’t regain hit points from the rune.
    In additional, you can invoke the rune as a bonus action. to restore vitality: each creature you chose within 15 feet of the rune’s bearer regains 2d8 + your Intelligence modifier hit points. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Celerity (10th Level or Higher). The bearer of this rune increases its movement speed by 10 and whenever it succeeds on a Dexterity saving throw to take half damage, it takes no damage instead.
    In addition, you can invoke this rune as a bonus action to empower its bearer. During the bearer’s next turn it can take a second action which can be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Clarity (10th Level or Higher). The bearer of the rune has advantage on saving throws and ability checks against illusions, charms, and other mind-affecting effects.
    In addition, you can invoke the rune to grant the target truesight for 1 minute as a bonus action. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Rune Barrier

6th-level Rune Magic feature

You learn to invoke your rune magic to protect yourself. When you are the target of an attack or caught within the area of an effect which requires a Dexterity saving throw, you can use your reaction to erect a barrier of force. If the effect requires a Dexterity saving throw, you automatically succeed on the save. The barrier has a hit point count equal to three times your level in this class and takes damage instead of you. If the barrier is reduced to 0 hit points, it shatters and you take any remaining damage.

The barrier’s hit points persist between uses, and it can’t be invoked if it has 0 hit points. Each time you finish a short rest, the barrier regains 5 hit points. When you finish a long rest, the barrier regains all of its hit points.

Cipher

10th-level Rune Magic feature

Your study of runes and related magic has given you familiarity in working with deciphering scripts. It takes you only half as long to decode a cipher, learn a new language, or translate ancient text. Whenever you make an ability check to decipher or decode a text or uncover the meaning behind a symbol, you always add your proficiency bonus to the check.

In addition, you can bear up to two runes at once.

Master of Runes

14th-level Rune Magic feature

You can invoke each rune you know from your Rune Scribe feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.