Spellcasting
When you adopt this path at 3rd level, you gain the
ability to cast spells using runes painted or tattooed on
your body. See chapter 10 in the Player’s Handbook for
the general rules of spellcasting and chapter 11 in the
same for the wizard spell list.
Cantrips. You learn two cantrips of your choice from
the wizard spell list. You learn an additional wizard
cantrip of your choice at 10th level.
Preparing and Casting Spells. The Rune Sage
Spellcasting table shows how many spell slots you have
to cast your wizard spells of 1st level and higher. To cast
one of these wizard 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 by painting runes on your body, choosing
from among the evocation and transmutation spells on
the wizard spell list. When you do, choose a number of
those spells equal to your Intelligence modifier + your
barbarian level divided by 3, rounded up (minimum of
one spell). The spells must be of a level for which you
have spell slots.
For example, if you are a 7th-level barbarian, you have
four 1st-level spell slots and two 2nd-level spell slots.
With an Intelligence score of 16, your list of prepared
spells can include 6 spells of 1st or 2nd level, in any
combination. If you prepare the 1st-level spell burning
hands, you can cast it using a 1st-level or 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 cleansing yourself of old runes and
painting new ones on your skin: at least 1 minute per
spell level for each spell on your list.
Rune Sage Spellcasting |
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—Spell |
Slots |
per Spell |
Level — |
Barbarian Level |
Cantrips Known |
1st |
2nd |
3rd |
4th |
3rd |
2 |
2 |
— |
— |
— |
4th |
2 |
3 |
— |
— |
— |
5th |
2 |
3 |
— |
— |
— |
6th |
2 |
3 |
— |
— |
— |
7th |
2 |
4 |
2 |
— |
— |
8th |
2 |
4 |
2 |
— |
— |
9th |
3 |
4 |
2 |
— |
— |
10th |
3 |
4 |
3 |
— |
— |
11th |
3 |
4 |
3 |
— |
— |
12th |
3 |
4 |
3 |
— |
— |
13th |
3 |
4 |
3 |
2 |
— |
14th |
3 |
4 |
3 |
2 |
— |
15th |
3 |
4 |
3 |
2 |
— |
16th |
3 |
4 |
3 |
3 |
— |
17th |
3 |
4 |
3 |
3 |
— |
18th |
3 |
4 |
3 |
3 |
— |
19th |
3 |
4 |
3 |
3 |
1 |
20th |
3 |
4 |
3 |
3 |
1 |
Spellcasting Ability. Intelligence is your spellcasting
ability for your spells since your runes need to be
meticulously painted with knowledge and precision
to convert your rage into arcane power. You use
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
Spellcasting Focus. You can use your painted and
tattooed runes as a spellcasting focus for your wizard spells.
Runic Tattooing
At 3rd level, you can tattoo a specific rune on your body
to interweave its magic with your primal rage. Choose
any 1st-level spell from the wizard spell list. You always
have this tattoo spell prepared, and it doesn’t count
against the number of wizard spells you can prepare
each day. You can cast and concentrate on this spell
while you’re raging, and casting it counts as making an
attack for the purpose of maintaining your rage.
You tattoo yourself with more runes this way when you
reach certain levels in this class, choosing spells of any
school from the wizard spell list: a 2nd-level spell at 8th
level, a 3rd-level spell at 14th level, and a 4th-level spell
at 20th level.
Whenever you gain a level in this class, you can
replace one of your tattoo spells with another spell of
the same level from the wizard spell list.
Runic Resilience
At 6th level, you learn to use the power of your runes
to protect yourself from spells. When you become the
target of a spell, you can use your reaction and expend
a spell slot to attempt to negate the spell’s effects on
you. If the spell slot you expended was of level greater
than or equal to the level of the triggering spell, the
spell has no effect on you. If the spell slot you expended
was of a level lower than the triggering spell, make
an Intelligence check. The DC equals 10 + twice the
difference between the spell’s level and the level of your
expended spell slot. On a success, the spell has no effect
on you.
For example, if a creature attempts to cast dominate
person on you and you expend a 1st-level spell slot, the
DC for the Intelligence check would equal 18, since
dominate person is a 5th-level spell.
Runic Resonance
Beginning at 10th level, your runes magically hum
with arcane resonance for a short time after you cast
a spell. Immediately after you cast an evocation or
transmutation spell of 1st level or higher, or one of your
tattoo spells, you gain resistance to a type of damage for
1 minute. If you made a damage roll as part of casting
the spell, the resistance is to a type of damage the spell
dealt (your choice if the spell dealt multiple damage
types otherwise, the resistance is to force damage.
This duration ends early if you drop to 0 hit points or
die, or if you cast another evocation or transmutation
spell of 1st-level or higher.
Runic Rage
Starting at 14th level, while you’re raging, you add
your rage damage bonus to the damage rolls of your
tattoo spells.
Additionally, when you cast a spell, you can expend a use
of your rage to flood the spell with raging power. When you
do, you add your rage damage bonus to the spell attack
rolls and spell save DC of the spell for its duration.
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