Runeforged Spellcaster

Runeforged magic is primarily an oral tradition, but unlike wizards, the spells are memorized as runes and inscribed temporarily onto runestones, rather than in a spell book. The runeforged spellcaster then holds the runestone in their hand to cast (some may choose to throw their stones for the desired effect), the stone acting as a material focus for the spell. Thus a runeforged spellcaster always remembers each of their spells, but can only cast them via an inscribed runestone-running out of these specialized stones means they cannot cast a spell at all. The runeforged spellcaster needn’t fear when this happens, however, as they are also well versed in the fighting arts.

Runeforged spellcasters can access spells from both the cleric and wizard spell lists, however each spell must be learned (or taken) from another spellcaster before it can be used. Cleric spells cannot be replaced each day once a spell is learned, it is part of your runeforged repertoire, and cannot be changed. As many runeforged spellcasters are illiterate, a spell must be taught orally.

Quick Build

You can make a runeforged spellcaster quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom.

Second, choose the outlander background. Third, choose the mage hand, light and sacred flame cantrips, along with the following 1st-level spells: magic missile and bless.

Hit Points

Hit Dice: 1d8 per runeforged spellcaster level
HP at 1st Level: 8 + your Constitution modifier
HP at Higher Levels: 1d8 (or 5) + your Constitution modifier per runeforged spellcaster level after 1st

Proficiencies

Armor: Light armor, medium armor; Weapons: Simple weapons, martial weapons
Tools: Mason’s Tools
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Arcana, History, Insight, Religion and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a battleaxe or (b) a spear
  • (a) studded leather armor or (b) hide armor
  • (a) a sling + 20 slingstones or (b) any simple weapon
  • (a) an explorer’s pack or (b) a dungeoneer’s pack
  • 10 blank Runestones a Leather Runestone Bag (capacity: 30 Runestones)
Runeforged Spellcaster
Level Prof. Bonus Features Maximum Runestones (to cast a spell more than once, inscribe more than one runestone – the spell must be of the same level as the runestone)
Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Rune Recovery 4 2
2nd +2 Defensive Barrier, Runic Divination 4 3
3rd +2 Defensive Barrier (2) 4 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Extra Attack (2 attacks) 5 4 3 2
6th +3 Craft Head Stone 5 4 3 3
7th +3 Defensive Barrier (3) 5 4 3 3 1
8th +3 Ability Score Improvement 5 4 3 3 2
9th +4 Runic Divination (2) 6 4 3 3 3 1
10th +4 Craft Improved Head Stones 6 4 3 3 3 2
11th +4 Defensive Barrier (4), Extra Attack (3) 6 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 4 3 3 3 2 1
13th +5 Runic Divination (3) 7 4 3 3 3 2 1 1
14th +5 Multiple Head Stones (2) 7 4 3 3 3 2 1 1
15th +5 Defensive Barrier (5) 7 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 7 4 3 3 3 2 1 1 1
17th +6 Runic Divination (4) 8 4 3 3 3 2 1 1 1 1
18th +6 Craft Advanced Headstones 8 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 8 4 3 3 3 3 2 1 1 1
20th +6 Multiple Head Stones (3) 8 4 3 3 3 3 2 2 1 1

Note: Cantrips are cast the same as other spells – a runestone is inscribed and the rune is expended once cast. You cannot use a cantrip runestone for anything other than a cantrip.

Spellcasting

Runeforged spellcasters use the cleric and wizard spell list. Runeforged spellcaster can’t cast spells without their runestones, as they serve as the material component for each spell-no other material components are required, even if the spell explicitly states so.

Cantrips

As a runeforged caster, cantrips are treated the same as other spells-each must be cast using a rune-inscribed runestone. If you have no inscribed runestones for your cantrips, then a cantrip cannot be cast. You can select cantrips from the cleric or wizard spell lists, but cleric cantrips cannot be replaced with new ones each day-once a cantrip is learned, it is part of your runeforged cantrip repertoire and cannot be changed.

Preparing & Casting Spells

Runeforged casters do not possess spell slots. Instead, you can inscribe a number of runestones per day to imbue them with magical power. Runestones are inscribed with a rune representing a particular spell. When the stone is used, the rune disappears from the runestone’s surface. The runestone can be inscribed again when you finish a long rest.

The runeforged caster table shows how many runestones you can inscribe to cast cleric and wizard spells of 1 st level and higher. Each spell you know is inscribed on an individual runestone using a rune, up to the maximum number of spells you have per day. This assumes you have enough runestones-if you don’t have enough you may only inscribe as many runes as you have stones e.g. 10 runestones = 10 spells. You may inscribe the same runes on more than one runestone-this allows you to cast a spell more than once. Runeforged magic cannot be cast at higher than a spell’s level.

All expended runes/spells are recovered when you finish a long rest. You prepare runestones for the cleric and wizard spells that are available for you to cast. Preparing and re-inscribing new runestones requires 30 seconds per spell level for each spell.

Ritual Casting

Runeforged spellcasters cannot cast rituals, even if the spell has the ritual tag.

Rune Recovery

Once per day when you finish a short rest, you can recover runes of a combined level that is equal to half your runeforged spellcaster level (rounded up)-none of the runes can be 6th level or higher.

All cantrips are also recovered at this time.

Defensive Barrier

Starting at 2nd level, you can use your reaction to generate a defensive shield (per the shield spell), using nothing other than a runestone, blank or inscribed.

This ability can be used once per day, recharging when you take a long rest. At 3rd level you can use this ability twice per day; at 7th level three times per day, at 11th level four times per day; at 15th level up to five times per day.

Runic Divination

Starting at 2nd level, you can cast several of your runestones like dice, interpreting the results to guide your near future actions. This has one of the following effects, which you choose when performing the runic divination:

  • Gain advantage on an ability check.
  • Gain advantage on an attack roll.
  • Gain advantage on a saving throw.

You regain the use of this ability when you finish a long rest. You can do this twice per long rest when reaching 9th level, 3 times when reaching 13th level and 4 times per long rest at 17th level.

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. You can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice with a melee or ranged weapon, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Craft Head Stone

Beginning at 6th level, you can craft a personal Head Stone, using a blank runestone and imbuing it with power via your runeforged magic. This takes 1 0 minutes and can be undertaken after finishing a long rest. The Head Stone has enough power for 24 hours, at which point it can be re-imbued. It orbits your head while it is active and only works for you, so if it is taken by another it becomes non-functional.

When you use an action to toss your Head Stone into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Another creature can use an action to grasp the stone to separate it from you, either by making a successful attack against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. Your Head Stone has AC 24, 10 HP and resistance to all damage. It is considered a worn object while it orbits your head, but does not count towards your total attuned magic items.

As you rise in level you can craft more powerful Head Stones.

6th Level
  • Awareness: You can’t be surprised and you gain +5 on Perception.
  • Death Ward: When reduced to 0 HP but not killed outright, you drop to 1 HP instead. This stone then ceases to function.
  • Protection: You gain a +1 bonus to AC and saving throws. Can’t be used with Improved or Greater Protection stones.
  • Speed: You gain 10 feet of additional movement and ignore difficult terrain.
  • Sustenance: You don’t need to eat or drink, however if you are injured you regain your level in HP per full meal. You can eat a maximum of 1 meal per short rest. Additional meals have no effect.
10th Level

At 10th level you can craft Improved Head Stones. Your head stones now spin faster around your head, making them harder to remove-another creature must now perform an attack against AC 28 or a successful DC 28 Dexterity (Acrobatics) check to catch or remove your Head Stone. Your repertoire of Head Stones increases to include the following:

  • Cancellation: You can use your Reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 20 levels of spells, it ceases to function. If you are targeted by a spell whose level is higher than the number of spell levels the stone has le.ft, the stone can’t cancel it. Can’t be used with a Greater Cancellation stone.
  • Agility: Add 2 to your Dexterity score, to a maximum of 20.
  • Influence: Add 2 to your Charisma score, to a maximum of 20.
  • Flight: You gain a flight speed of 30 feet.
  • Fortitude: Add 2 to your Constitution score, to a maximum of 20.
  • Improved Protection: You gain + 2 Bonus to AC and saves. Can’t be used with Protection or Greater Protection stones.
  • Insight: Add 2 to your Wisdom score, to a maximum of 20.
  • Intellect: Add 2 to your Intelligence score, to a maximum of 20.
  • Lift Support: You no longer need to eat, drink or breath air, and you gain resistance to poison. If injured, you regain your level in HP per full meal consumed. You can eat a maximum of I meal per short rest.
  • Regeneration: You regain 5 HP at the end of each hour, provided that you have at least 1 HP. Can’t be used with a Greater Regeneration stone.
  • Brawn: Add 2 to your Strength score, to a maximum of 20.

At 14th level you can utilize two active Head Stones at the same time, however you can’t use two of the same type of stone e.g. you can’t use two Agility Stones together-a second of the same stone confers no additional benefit.

At 18th level you can craft Advanced Head Stones. Your head stones now spin even faster around your head, making them harder to remove-another creature must now perform an attack against AC 30 or a successful DC 30 Dexterity (Acrobatics) check to catch or remove each Head Stone. Your repertoire of potential Head Stones expands to include the following:

18th Level
  • Greater Cancellation: You can use your reaction to cancel a spell of 6th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 30 levels of spells, it ceases to function. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it. Can’t be used with a Cancellation stone.
  • Greater Protection: You gain + 3 bonus to AC and saves. Can’t be used with Protection or Improved Protection stones.
  • Proficiency: Your proficiency bonus increases by 1.
  • Greater Regeneration: You regain 10 HP at the end of each hour, provided that you have at least 1 HP. Can’t be used with a regeneration stone.
20th Level

At 20th level you can now utilize 3 active Head Stones at the same time, and another creature attempting to remove them requires a successful attack against AC 32 or a successful DC 32 Dexterity (Acrobatics) check for each stone. You can’t use more than one of the same type of stone.

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FiveE Magazine, Issue 2, Copyright 2022 Laidback DM Author(s): Stephen Thompson (and others)

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