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An overview of the rune keeper class features and spells in the context of tabletop role-playing games, specifically d&d 5e. It includes details on hit points, proficiencies, skills, equipment, spellcasting, and various class abilities such as rune magic, rune surge, and runic medium. The document also lists the available rune stones and their associated spells for each element (earth, fire, storm, water, and wind).
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Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 1st +2 Rune Magic, Rune Stones 3 2 — — — — 2nd +2 Runekeeper's Vision 3 3 — — — — 3rd +2 Runic Medium 4 3 — — — — 4th +2 Ability Score Improvement 4 4 1 — — — 5th +3 Extra Attack 4 4 1 — — — 6th +3 Rune Surge 4 4 2 — — — 7th +3 Runic Medium feature 4 4 3 1 — — 8th +3 Ability Score Improvement 4 4 3 2 — — 9th +4 — 4 4 3 2 — — 10th +4 Improved Rune Magic 4 4 4 3 1 — 11th +4 Runic Medium feature 4 4 3 3 2 — 12th +4 Ability Score Improvement 4 4 3 3 2 — 13th +5 — 4 4 3 3 2 1 14th +5 Improved Rune Surge 5 4 3 3 2 1 15th +5 Runic Medium feature 5 4 3 3 3 1 16th +5 Ability Score Improvement 5 4 3 3 3 1 17th +6 — 5 4 3 3 3 2 18th +6 Runic Medium feature 5 4 3 3 3 2 19th +6 Ability Score Improvement 5 4 3 3 3 2 20th +6 Rune Master 5 4 3 3 3 2
As a Rune Keeper you gain the following class features
Hit Points Hit Dice: 1d8 per Rune Keeper level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Rune Keeper level after 1st
Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, longswords, and shortswords Tools: Calligrapher's Supplies Saving Throws: Intelligence, Constitution Skills: Choose three from Arcana, Insight, Intimidation, Investigation, Persuasion, Religion, or Survival
Equipment You start with the following equipment, in addition to the equipment granted by your background:
(a) leather armor or (b) chain shirt (a) a simple weapon and a shield or (b) a longsword
(a) an explorer's pack or (b) a scholar's pack a tinker's kit, a dagger, and a light hammer Spellcasting As a reward for the labor of study, you can cast Rune Magic. See chapter 10 for the general rules of spellcasting. Cantrips At 1st level, you know three cantrips. The cantrips that can be selected depend on which three Rune Stones you select. The options are listed in the tables below. Preparing and Casting Spells The Rune Keeper table shows how many spell slots you have to cast your spells of 1st level and higher. To cast a spell from a Rune Stone you must expend a slot of the spells level or higher. You regain all spell slots after a long rest. You prepare the list of of spells that are available for you to cast, choosing from the list under the Rune Stones you've selected at first level. When you do, choose a number of spells equal to your Intelligence modifier + half your Rune Keeper level rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
You may change the list of spells prepared after you have finished a short rest.
Spellcasting Ability Intelligence is your spell casting ability for your spells, since your power is an extension of your understanding of True Words. You use your Intelligence whenever a spell refers to your spellcasting ability In addition, you use your Intelligence modifier when setting your saving throw DC for a 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 Your use of Rune Stones serves as your arcane focus and you do not need material components.
Rune Magic Through endless study and contemplation on the origin of language words. With efforts unknown to all but you, you have unlocked the ability of Rune Magic, the and the ability to speak True Words. This ability allows you to cast spells through objects called Rune Stones, stones carved with True Words on their surface and infused with power. At first level you may choose three of the following Basic Rune Stones:
Spell Level Spell Name Cantrip Magic Stone, Mold Earth 1st Catapult, Earth Tremor, Ensnaring Strike 2nd Earthbind, Maximilian's Earthen Grasp 3rd Erupting Earth, Meld into Stone, Wall of Sand 4th Stoneskin, Stoneshape 5th Passwall, Transmute Rock, Wall of Stone
Spell Level Spell Name Cantrip Firebolt, Control Flame, Produce Flame 1st Burning Hands, Prismatic Orb(Fire), Faerie Fire 2nd Aganazzar's Scorcher, Flaming Sphere, Scorching Ray 3rd Fireball, Glyph of Warding(Fire), Melf's Minute Meteors 4th Wall of Fire, Fire Shield 5th Flame Strike, Immolation
Spell Level Spell Name CantripLightning Lure, Shocking Grasp, Thunderclap 1st Prismatic Orb(Lightning, Thunder), Thunderwave, Witch Bolt 2nd Shatter 3rd Call Lightning, Glyph of Warding(Lightning), Lightning bolt, Thunderstep 4th Storm Sphere 5th Destructive Wave *
Spell Level Spell Name Cantrip Frostbite, ray of Frost, Shape Water 1st Ice Knife, Prismatic Orb(Cold), Create or destroy Water 2nd Hold Person, Snilloc's Snowball Swarm 3rd Glyph of Warding(Cold), Tidal Wave, Wall of Water 4th Watery Sphere, Ice Storm 5th Cone of Cold, Maelstrom
Spell Level Spell Name CantripGust, Message 1st Expeditious Retreat, Feather Fall, Magic Missile, Zephyr Strike 2nd Dust Devil, Gust of Wind, Silence, Skywrite, Warding Wind 3rd Fly, Haste, Wind Wall 4th Dimension Door 5th Control Winds, Steel Wind Strike
Spell Level Spell Name CantripChill Touch, Poison Spray, Toll the Dead 1st Chromatic Orb(Poison), Inflict Wounds, Ray of Sickness 2nd Crown of Madness, Melf's Acid Arrow, Ray of Enfeeblement 3rd Bestow Curse, Fear, Stinking Cloud, Vampiric Touch 4th Blight, Phantasmal Killer 5th Danse Macabre, Negative Energy Flood
This variation ofDestructive Wave deals the normal thunder damage, but subsitutes radiant damage for lightning damage.