The Runekeeper in Mannaheim | World Anvil
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The Runekeeper

Class Features

As a wizard, you gain the following class features.

Hit Points

Hit Dice: 1d6 per runekeeper level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per runekeeper level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, short-bows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • A spellbook
  • Spellcasting

    As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

    Cantrips

    At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

    Spellbook

    At 1st level, you have a spellbook containing six 1st-level runekeeper spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.   The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the realms. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil runekeeper's chest, for example, or in a dusty tome in an ancient library.   Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.   Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.   For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.   Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.   If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.   The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

    Preparing and Casting Spells

    The Runekeeper table shows how many spell slots you have to cast your runekeeper spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a short rest.   You prepare the list of runekeeper spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your runekeeper level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you're a 3rd-level runekeeper, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 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 short rest. Preparing a new list of runekeeper spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability

    Intelligence is your spellcasting ability for your runekeeper spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a runekeeper 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  

    Ritual Casting

      You can cast a runekeeper spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.  

    Spellcasting Focus

      You can use an arcane focus as a spellcasting focus for your runekeeper spells.   Learning Spells of 1st Level and Higher   Each time you gain a runekeeper level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Runekeeper table. On your adventures, you might find other spells that you can add to your spellbook.

    Arcane Recovery

    You have learned to regain some of your magical energy by studying your spellbook. Once per day, you may choose to spend one hour to regain expended spell slots. The spell slots can have a combined level that is equal to or less than half your runekeeper level (rounded up), and none of the slots can be 6th level or higher.   For example, if you're a 4th-level runekeeper, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

    Arcane Tradition

    When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
  • The Abjurer
  • The Bladesinger
  • The Conjurer
  • The Diviner
  • The Enchanter
  • The Evoker
  • The Illusionist
  • The Necromancer
  • The Scribe
  • The Transmuter
  • The War Magi
  • Cantrip Formulas At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one runekeeper cantrip you know with another cantrip from the runekeeper spell list.

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Spell Mastery

    At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level runekeeper spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.   By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

    Signature Spells

    When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level runekeeper spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.   If you want to cast either spell at a higher level, you must expend a spell slot as normal.

    Spells

    Cantrips

    -Acid Spray
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Encode Thoughts
  • Fire Bolt
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Gust
  • Infestation
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Sapping Sting
  • Shape Water
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • Toll the Dead
  • True Strike
  • 1st-Level Spells

  • Absorb Elements
  • Acid Stream
  • Alarm
  • Burning Hands
  • Catapult
  • Cause Fear
  • Caustic Brew
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Distort Value
  • Earth Tremor
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Find Familiar
  • Floating Disk
  • Fog Cloud
  • Frost Fingers
  • Gift of Alacrity
  • Grease
  • Guiding Hand
  • Healing Elixir
  • Hideous Laughter
  • Ice Knife
  • Id Insinuation
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Magnify Gravity
  • Protection From Evil And Good
  • Puppet
  • Ray of Sickness
  • Sense Emotion
  • Shield
  • Silent Image
  • Silvery Barbs
  • Sleep
  • Snare
  • Sudden Awakening
  • Thunderwave
  • Unseen Servant
  • Veil of the Thunder God
  • Witch Bolt
  • 2nd-Level Spells

    -Acid Arrow
  • Alter Self
  • Arcane Lock
  • Augury
  • Binding Ice
  • Blindness/Deafness
  • Blur
  • Borrowed Knowledge
  • Cloud of Daggers
  • Continual Flame
  • Crown of Madness
  • Darkness
  • Darkvision
  • Death’s Frost
  • Detect Thoughts
  • Dragon’s Breath
  • Dust Storm
  • Earthbind
  • Earthen Grasp
  • Enhance Ability
  • Enlarge/Reduce
  • Flame Sphere
  • Flock of Familiars
  • Fortune’s Favor
  • Gentle Repose
  • Gift of Gab
  • Gust of Wind
  • Hold Person
  • Immovable Object
  • Invisibility
  • Glowing Coin
  • Kinetic Jaunt
  • Knock
  • Levitate
  • Locate Object
  • Magic Aura
  • Magic Mouth
  • Magic Weapon
  • Mental Barrier
  • Mind Spike
  • Mind Thrust
  • Mind Whip
  • Mirror Image
  • Misty Step
  • Perfidious Mischief
  • Phantasmal Force
  • Pyrotechnics
  • Ray of Enfeeblement
  • Rope Trick
  • Scorch
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Skywrite
  • Snowball Storm
  • Spider Climb
  • Suggestion
  • Thought Shield
  • Vortex Warp
  • Warding Wind
  • Web
  • Wither and Bloom
  • Wristpocket
  • 3rd-Level Spells

  • Animate Dead
  • Antagonize
  • Bestow Curse
  • Blink
  • Catnap
  • Clairvoyance
  • Conjure Lesser Demon
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth
  • Fast Friends
  • Fear
  • Feign Death
  • Fireball
  • Flame Arrows
  • Flame Stride
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Incite Greed
  • Intellect Fortress
  • Life Transference
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Minute Meteors
  • Nondetection
  • Phantom Steed
  • Protection from Energy
  • Psionic Blast
  • Pulse Wave
  • Remove Curse
  • Sending
  • Sleet Storm
  • Slow
  • Speak with Dead
  • Spirit Shroud
  • Stinking Cloud
  • Summon Einharjar
  • Summon Lesser Demons
  • Summon Undead
  • Summon Vanir
  • Thunder Step
  • Tidal Wave
  • Tiny Hut
  • Tiny Servant
  • Tongues
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • 4th-Level Spells

  • Arcane Eye
  • Banishment
  • Black Tentacles
  • Blight
  • Charm Monster
  • Confusion
  • Conjure Barrage
  • Conjure Minor Elementals
  • Conjure Shadow Demon
  • Control Water
  • Dimension Door
  • Divination
  • Ego Whip
  • Elemental Bane
  • Fabricate
  • Faithful Hound
  • Fire Shield
  • Gravity Sinkhole
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Phantasmal Killer
  • Psychic Lance
  • Private Sanctum
  • Resilient Sphere
  • Secret Chest
  • Sickening Radiance
  • Speedy Courier
  • Spirit of Death
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Summon Construct
  • Summon Elemental
  • Summon Greater Demon
  • Vault of Amber
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
  • Web of Fire
  • 5th-Level Spells

  • Animate Objects
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Conjure Vrock
  • Contact Other Plane
  • Control Winds
  • Creation
  • Danse Macabre
  • Dawn
  • Dominate Person
  • Dream
  • Enervation
  • Far Step
  • Geas
  • Hold Monster
  • Immolation
  • Infernal Calling
  • Legend Lore
  • Mislead
  • Modify Memory
  • Negative Energy Flow
  • Passwall
  • Phantom Hand
  • Realm Binding
  • Scrying
  • Seeming
  • Skill Empowerment
  • Steel Wind Strike
  • Synaptic Static
  • Telekinesis
  • Telepathic Bond
  • Teleportation Circle
  • Temporal Shunt
  • Transmute Rock
  • Wall of Force
  • Wall of Light
  • Wall of Stone
  • 6th-Level Spells

  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Contingency
  • Create Homunculus
  • Create Undead
  • Disintegrate
  • Eyebite
  • Flesh to Stone
  • Freezing Sphere
  • Globe of Invulnerability
  • Gravity Fissure
  • Guards and Wards
  • Investiture of Flame
  • Investiture of Frost
  • Investiture of Stone
  • Investiture of Winds
  • Irresistible Dance
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Move Earth
  • Otherworldly Form
  • Otherworldly Guise
  • Programmed Illusion
  • Psychic Crush
  • Scatter
  • Soul Cage
  • Summon Fiend
  • Sunbeam
  • Transformation
  • Transmogrification
  • True Seeing
  • Wall of Ice
  • 7th-Level Spells

  • Crown of Stars
  • Delayed Blast Fireball
  • Draconic Transformation
  • Dream Veil
  • Etherealness
  • Finger of Death
  • Forcecage
  • Mirage Arcane
  • Magnificent Mansion
  • Phantom Sword
  • Power Word Pain
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • Sequester
  • Symbol
  • Teleport
  • Tether Essence
  • Whirlwind
  • 8th-Level Spells

  • Antimagic Field
  • Antipathy/Sympathy
  • Clone
  • Control Weather
  • Dark Star
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Illusory Dragon
  • Incendiary Cloud
  • Maddening Darkness
  • Maze
  • Mighty Fortress
  • Mind Blank
  • Power Word Stun
  • Reality Break
  • Sunburst
  • Telepathy
  • 9th-Level Spells

  • Astral Projection
  • Bifröst
  • Blade of Disaster
  • Foresight
  • Gate
  • Imprisonment
  • Invulnerability
  • Mass Polymorph
  • Meteor Swarm
  • Power World Kill
  • Prismatic Wall
  • Psychic Scream
  • Ravenous Void
  • Shapechange
  • Time Ravage
  • Time Stop
  • True Polymorph
  • Weird
  • Wish

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