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
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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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