Runecaster (5e Subclass)

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Runecaster[edit]

Wizard Arcane Tradition

Runecasters master a unique style of spellcasting based around small, engraved stones. They can create symbols to hold spells, enhance them, and even conjure runes to cast other spells. The main pitfall of their methods is that it can sometimes be difficult to find the correct rune for a given purpose. They are greatly respected in many Nordic cultures, viewed as prophets or protectors of small communities.

Master of Runestones[edit]

Starting when you choose this tradition at 2nd level, you learn to hold magical energy inside objects.

Spending 10 minutes and 1 gold piece, you can prepare a small stone to receive a spell. The stone must be flat and weigh at least ¼ lb. Once it is prepared, you can engrave a spell on it for the same costs as recording a spell normally. You can only record wizard spells of first level or higher on Runestones.

A Runestone acts as both a record of the spell and an arcane focus. When you cast any spell using a rune, you must be holding the rune. The rune acts as a spellcasting focus for that its spell. The spell also automatically has a Somatic component, which is to hold out the Runestone in front of you.

You can store up to 24 Runestones in a normal pouch. To cast a spell of 1st level or higher from a rune, you must make a DC 10 Intelligence (Arcana) check to find the right rune. If you fail, you instead pick a random spell of equal or lower level and cast it at the level you were going to cast your intended spell at. This check requires no action. You don't need to make a check if you are casting a a spell you cast last turn.

Engraved Enhancements[edit]

Starting at level 6, you learn to imbue other properties into your runes.

You can spend 1 hour and 10 gold pieces modifying a rune. This must contain a 1st level spell. When you finish, pick a metamagic from the sorcerer's list. Whenever you use this rune, it is affected by your chosen metamagic. You can switch the metamagic from one rune to another when you prepare your spells. At this time, you can also change the metamagic. The spell you switch it to must also be 1st level.

At 17th level, you can do this to a second rune. This one can be of second or first level.

Runestone Conjuring[edit]

From 10th level onwards, you gain the ability to create temporary Runestones.

As an action, you can spend a spell slot of 2nd level or higher. When you do, make a DC 15 Intelligence (Arcana) check. On a success you conjure a Runestone containing any spell you don't know from any class list. You have disadvantage on the check if the spell isn't from the wizard spell list.

The spell level of the temporary Runestone is equal to the level of the slot you spent minus 1. The Runestone exists until you use it, when it vanishes in a flash after the spell ends. The stone also disappears if it enters an antimagic field, or the spell dispel magic is cast in it.

You can have temporary stones up to your Intelligence modifier (minimum of one).

Extended Channeling[edit]

Beginning from level 14, you figure out how to overcome magical fatigue caused by your runes.

Choose one spell you have a rune of. The spell must be of 5th level or lower. You can cast this spell 1 extra time using the rune. In addition, if the spell states it inflicts one or more levels of exhaustion, you don't gain the exhaustion.

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