Rune Knight
When you enter this school, you gain proficiency with your
choice of light or medium armor, as well as simple and
martial melee weapons that lack the heavy property. You may
use a piece of armor or a weapon as an arcane focus.
Arcane Signature
At 2nd level, your rune inscription skills have developed to the
point that you can permanently engrave a rune onto the
material plane. This is known as your arcane signature, and it
represents your skill as an etymancer. You learn one cantrip
from any spell list, and it counts as a wizard spell for you. You
can engrave this cantrip or a cantrip you already know as a
rune onto an arcane focus of your choice (alternatively, you
may tattoo it onto your body). This process is identical to
logging spells into your spellbook.
So long as you have your arcane focus on your person, you
always have this cantrip prepared, and you need not expend
material components to cast it. If the cantrip chosen takes an
action to cast it, you may instead cast it as a bonus action.
The casting time of spells engraved in this way become
instantaneous.
You may only have one arcane signature at a time. Once
you have engraved the rune in this way, you cannot remove it.
You can, however, inscribe a different rune onto the same
arcane focus. If you do so, the magic of the old rune fades
away, leaving only a faded scar.
When you earn a feature in this subclass, you may engrave
an additional cantrip in this way, and they do not cancel out.
At 18th level, your options are expanded by your Spell
Mastery feature. At the cost of two signatures, you may
inscribe the 1st level spell you chose into your arcane focus
for use as a signature. At the cost of all four signatures, you
may inscribe the 2nd level you chose.
Dialect
You have dedicated your studies to a specific dialect.
Whichever language you choose, you can proficiently read,
write, and speak in it. When you gain a feature in this
subclass, you learn an additional language from this list.
These dialects also determine the language in which you
speak and write your spells. You gain a feature depending on
your choice. You may only use one Dialect feature per round.
Progression begins as soon as you learn the language as
opposed to a flat level requirement. For example, say you
learn Draconic at 2nd level. By 14th level, you could use this
feature to deal an additional 4d4 fire damage with a fireball
spell. Say you learn Infernal at 6th level. By 14th level, you
would only grant 3d4 temporary hit points (as opposed to
4d4), as you have not spent the same amount of time
culminating knowledge of this language as you have
Draconic.
Abyssal: You utter a word or phrase in Abyssal,
summoning your arcane focus to you from 10 feet away at-
will once per round. When you gain a feature in this subclass,
this range is extended by 10 feet.
Celestial: You utter a word or phrase in Celestial,
increasing or reducing the result of an attack roll made by
you or a creature that can hear you by 1d4 at-will once per
round. When you gain a feature in this subclass, the die is
upgraded.
Draconic: You utter a word or phrase in Draconic, rolling
an additional 1d4 damage die at-will once per round. When
you gain a feature in this subclass, the die is upgraded.
Deep Speech: You utter a word or phrase in Deep Speech,
dealing 1d6 psychic damage to a creature fooled by an
illusion at-will once per round. When you gain a feature in
this subclass, the die is upgraded.
Infernal: You utter a word or phrase in Infernal, granting
you or a creature that can hear you 1d4 temporary hit points
at-will once per round. When you gain a feature in this
subclass, the die is upgraded.
Orcish: You utter a word or phrase in Orcish, reducing the
movement of a nearby creature that can hear you by 5 feet at-
will once per round. When you gain a feature in this subclass,
their movement is further reduced by 5 feet.
Primordial: You utter a word or phrase in Primordial,
reducing the damage taken by you or a creature that can hear
by 1d4 at-will once per round. When you gain a level in this
subclass, the die is upgraded.
Sylvan: You utter a word or phrase in Sylvan, increasing or
decreasing the result of a saving throw made by you or a
creature that can hear you by 1d4 at-will once per round.
When you gain a feature in this subclass, the die is upgraded.
Extra Attack
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Court of the Mind
Theses of runes and ancient languages swirl about your mind
and beg to be shared with others. At 10th level, as an action,
you may choose a number of creatures that can see and hear
you equal to your Intelligence modifier and force them to
make an Intelligence saving throw. Creatures with an
Intelligence of 4 or below automatically succeed. On a failed
save, you gain the following effects against that creature:
- You have advantage on Intelligence and Charisma skill checks made toward them
- Friendly creatures have advantage on attack rolls and saving throws against them
- They has disadvantage on attack rolls made against creatures other than you, and they cannot use concentration features.
- You can communicate telepathically with them. If they do not speak the language you speak, they nonetheless understand you and can reply to you for the duration of this feature.
The effects of this feature end after 1 minute, or when you
or the creature(s) are incapacitated. You may do this once per
short or long rest.
Master Etymologist
At 14th level, your intensive study of etymology has made you
a master on the subject. Any skill check that has to do
with language cannot be rolled lower than a 10, and you
are proficient with all languages. Additionally, if a hostile
creature's attempt to cast a spell or an otherwise
harmful effect on you requires verbal components,
you have advantage on saving throws against them.
If the spell deals damage, you take no damage on
a successful save, and only half damage if you fail.
You must be able to hear them to gain this benefit.
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