Compendium - Ad's Class Codex

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Ad's Class Codex

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A frail old man drags a sword along the ground. In his old age it is too heavy for him to keep held aloft, but even so he musters his strength and swings it. Striking one of the invaders of his village down, and keeps swinging. At the crack of dawn his grandson finds his body along with his sword. He picks up the sword and is instantly empowered and bonded with it.

An elven warrior launches themselves into the air and falls down upon their foe like a bolt of lightning. As they leap away, they exhale a bout of lightning from their maw.

A helmed warrior wearing a full set of white plate armor stands before a portal to the outer planes. As it begins to stir with activity, the warrior sets about summoning forth arcane defenses to stave off whatever comes through it.

A middle aged halfling sits at a table near the front of a local tavern. They have gathered a group of adventurers and seeks their help in exchange for funding their adventurous exploits.

A goliath picks up their knife and steels themselves for the task ahead of them. With precision and no hesitation, they cut out their left eye. In pain and bleeding, they offer up this eye to the allfather. In a flash an ethereal raven appears and plucks the eye from their hand and carries it away. The goliath feels as if their soul has opened up to the language of the gods.

A hobgoblin stands outside the entrance of an abandoned dungeon. They feel for the first time in their life that they are alone. With this thought they begin to walk away into the wide, open world. Suddenly, they feel a small hand tugging at theirs. They look down and sees a wounded goblin standing next to them. The hobgoblin smiles and is happy. They are no longer alone.

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Class Description Hit Die Primary Ability Saving Throw Proficiencies Armor and Weapon Proficiencies
Artefactor A wielder of a magical artifact they are bound to that grants them power d10 Intelligence Intelligence & Constitution Light and Medium armor, and simple weapons
Drakesoul A warrior that has a spark of draconic energy within themselves and utilize it for great deeds d8 Charisma Constitution & Charisma Light and medium armor, shortswords
Dungeonkeep A former dungeon dweller who has a crew of minions at their command d6 Charisma Charisma & Dexterity Light and medium armor, simple weapons
Merchant A silvertongued salesperson who seeks to peddle their wares and services d8 Charisma Charisma & Dexterity Light armor and simple weapons
Rook A master of defense and manipulating the battlefield d10 Constitution Intelligence & Constitution Simple and martial weapon, and all armor and shields.
Runekeeper A scholar who dedicates themselves to mastering the power of the runes d8 Wisdom Wisdom & Strength Light armor and hide armor, simple weapons; battleaxes, greataxes, and shortswords

Class:

Artefactor

A young adventurer stands before her father. Her father pulls an ancient sword from its sheath and hands her the sword that has been passed down for generations. The young woman examines the sword in awe and reverence.

A father and his son journey far into the wilds of the north on a great journey. The father wielding an axe that he swings effortlessly. He instructs his son on how to use the axe as one day it will be his to wield.

An order of artefactors entrusts a new member of their order with the task of bonding with and protecting a magical staff. The new member sits up all night learning all about the relic they've been charged with guarding.

Artefactors are guardians of magical items, most dedicating their whole lives to the study and protection of them. Always seeking to better understand the nature of magical items.

Bound to Power

Artefactors are bound to the relics they are entrusted with. Through their bond they are able to draw out much of the power of their relic and perform great deeds. Often carving out a name for themselves and their relic through their deeds.

Magical items come in all shapes and size. Artefactors seek them out to study them and draw power from them. From the moment they are bound to their relic they can sense the innate magic within objects and seek them out.

Great Power, Great Responsibility

Artefactors often see themselves as guardians of relics, keeping others from using them for evil purposes. Seeking to use the power they've been entrusted with for the betterment of others.

However, this is unfortunately not always the case. Some artefactors come into possession of magical items for the purpose of evil or selfish gain. Those that do are usually scorned and hated by other artefactors. Entire wars have been fought over for the possession of certain artifacts. This is why artefactors exist, to keep that very occurrence from happening.

Artefactor
Level Proficiency Bonus Features
1st +2 Bound Relic, Magical Historian
2nd +2 Reliquary Thesis, Arcane Imbuement
3rd +2 Reliquary Sight
4th +2 Ability Score Increase
5th +3 Manifest Power
6th +3 Thesis Feature
7th +3 Arcane Vault
8th +3 Ability Score Increase
9th +4 Copycat
10th +4 Ability Score Increase
11th +4 Sunder the Arcane
12th +4 Ability Score Increase
13th +5 Adept Attunement
14th +5 Thesis Feature
15th +5 Ability Score Increase
16th +5 Greater Sunder
17th +6 True Artifact
18th +6 Thesis Feature
19th +6 Vaultkeeper
20th +6 Grand Artefactor

Creating an Artefactor

When creating your Artefactor, you should first decide what type of relic they were entrusted with and why were they chosen to keep it? Talk to your DM about how common Artefactors are and how they fit into the world. Are you a member of a secret order of guardians who seek to prevent relics from falling into the wrong hands? Or is the relic you are bonded with an heirloom of your family? What is the name and title of the weapon they are entrusted with?

Quick Build

You can make an Artefactor quickly by following these suggestions: First, Intelligence should be your highest score, followed by Strength, and then Constitution. Second, choose the inheritor background. Third, choose the heroic sword relic.

Class Features

As a Artefactor, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Artefactor level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Artefactor level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons
  • Tools: Artisans tools, a gaming set of your choice

  • Saving Throws: Wisdom, Constitution
  • Skills: Choose two from Arcana, Athletics, History, Insight, Perception, Religion, Survival, and Stealth

Equipment

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

  • (a) a shortbow and 20 arrows or (b) any simple weapon
  • (a) an explorers pack or (b) a dungeoneers pack
  • Leather armor and any simple weapon

Or you can choose to forgo equipment and instead gain 3d6 x 10 gp to spend on your own equipment.

Bound Relics

At 1st level, you have become bonded with a magical relic that you've been entrusted with safeguarding and studying.

Additionally, you are considered to be proficient with the relic you wield. Other creatures that attempt to wield your relic cannot use it or any of its imbuements outside of basic weapon attacks. You gain one of the following relics of your choice:

Heroic Sword

You gain a magical longsword wielded by heroes of the past. Once per turn, you can choose to deal an additional 1d6 slashing damage. You can only deal this additional damage a number of times equal to your Proficiency bonus per short or long rest.

Arcane Staff

You gain a magical quarterstaff infused with arcane energy. You learn two cantrips of your choice from the Wizard spell list. Whenever you make a melee weapon attack with the quarterstaff, you can cast one of the chosen cantrips as a bonus action if it has a casting time of 1 action or 1 bonus action.

Wintry Axe

You gain a magical battleaxe containing a blizzard. Once per turn, you can choose to deal an additional 1d6 cold damage. You can only deal this additional damage a number of times equal to your Proficiency bonus per short or long rest.

Guardian Shield

You gain a magical shield enchanted for defense. whenever a creature within 5 feet of you takes damage you can as a reaction reduce the damage they take by 1d4. Additionally, the first attack roll made against you after initiative is rolled has disadvantage.

Umbral Cloak

You gain a magical cloak worn by those who walk in shadow. You can raise the hood of the cloak over your head as a bonus action. Whenever you do so your face is indistinguishable to those watching you. Additionally, you deal an additional 1d4 damage on the first attack roll you make with advantage against a creature.

Summer Glaive

You gain a magical glaive infused with the heat of summer. Once per turn, you can choose to deal an additional 1d6 fire damage. You can only deal this additional damage a number of times equal to your Proficiency bonus per short or long rest.

Titan Armor

You gain a magical set of scale mail forged by titans. Once per turn, you can as a bonus action gain 1d4 temporary hit points. Whenever you have temporary hit points from this feature, you have resistance to bludgeoning, piercing, and slashing damage.

Channelers Gauntlet

You gain a magical gauntlet with which you can channel elemental energy. As an action, you can conjure forth a ball of elemental energy and hurl it at a target within 30 feet of you making a ranged spell attack against the target. On a hit, the target takes 1d6 force damage.

Meteoric Hammer

You gain a magical warhammer forged from metal from a fallen star. Once per turn, you can as a bonus action make a ranged spell attack throwing the hammer at a target within 30 feet of you. On a hit, the target takes 1d6 thunder damage and the hammer immediately flies back to your hand.

Some of the features offered by your bound relic and later features requires saving throws or attack rolls.

Relic Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Relic attack modifier = your proficiency bonus +

your Intelligence modifier

If you ever lose your bound relic, you can spend 10 minutes performing a ritual that summons it back into your possession perfectly intact.

Magical Historian

At 1st level, you time studying your relic and others like it has granted you greater historical prowess. You gain proficiency with the History skill if you are not already proficient with it and you add double your proficiency modifier to history checks.

Reliquary Thesis

At 2nd level, you've begun working on your thesis on how to utilize magical items and how they function. Different artefactors have different philosophies as to the nature of magical items and have different skillsets.

Your thesis choice grants you features at 2nd level and then again at 6th, 14th, and 18th level.

Arcane Imbuement

At 2nd level, you can draw out additional magic from your relic in various ways either as passive abilities or active powers. You learn two arcane imbuements from the arcane imbuements list. You can only use or benefit from an arcane imbuement while wielding your bound relic.

You learn an additional arcane at 4th, 8th, 12th, and 16th levels.

Reliquary Sight

Additionally at 3rd level, your bond with your relic allows you to sense other magical items. Whenever you see a magical item or object within 30 feet of you, the item radiates a faint aura only you can see.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, and 15th 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.

Manifest Power

At 5th level, in the time spent bonded with your relic you have taken time to study it, granting you a better understanding of it. As a bonus action, you can gain a number of temporary hit points equal to your Artefactor level. Once you use this feature, you cannot do so again until you finish a short or long rest.

Arcane Vault

At 7th level, you gain access to a collection of lesser magical items maintained and collected by other guardians of magical items. These items are contained within an extradimensional space only you have access to. You can once per long rest access this extradimensional space as an action. Whenever you do so you can retrieve one of the following items: ring of water walking, necklace of fireball, dimensional shackles, belt of hill giant strength, or a wand of binding.

The chosen item vanishes back into the extradimensional space whenever you take a long rest.

Copycat

At 9th level, you have learned how to shape the magic of your relic to emulate lesser magic items you've seen. Whenever you see a creature use a magic item with a rarity of uncommon or lower you can as a reaction copy it. For the next hour, your relic has the feature the creature used. Once you use this feature you cannot do so again until you finish a long rest.

The rarity becomes rare instead of uncommon whenever you reach 12th level, and very rare when you reach 17th level.

Sunder the Arcane

At 11th level, you've gained the ability to completely destroy lesser magical items. You can spend 10 minutes performing a ritual to do so. In order to complete the ritual you must spend additional time based on the items rarity: 10 minutes for common, 1 hour for uncommon, and 2 hours for rare.

Adept Attunement

At 13th level, your mastery over magic items have given you great insight and aptitude towards handling them. Your number of attunement slots increases to 5.

Greater Sunder

At 16th level, you are able to eradicate more powerful magical vessels. You can now use Sunder the Arcane to destroy very rare items spending 6 hours to do so. At 19th level, you can use Sunder the Arcane to destroy legendary items spending 12 hours to do so.

True Artifact

At 17th level, the relic you've bonded with manifests a strange new attribute. Roll on the Minor Beneficial Properties table, whatever you rolled becomes a property of your relic.

Vaultkeeper

At 19th level, you gain access to even the deepest and most forbidden recesses of the Arcane Vault. You gain the ability to retrieve the following items using your Arcane Vault feature: frost brand, bead of force, belt of frost giant strength, carpet of flying, amulet of the planes.

Grand Artefactor

At 20th level, you have become a grand artefactor which is a title given to those who have fully bonded with their entrusted relic. Whenever you roll initiative, you have advantage on the first attack roll or saving throw you make until the end of your next turn.

Reliquary Thesis

When an artefactor is first bound to their relic they begin the process of documenting it and other magical items they encounter on their journey. They begin to theorize on how objects can hold arcane power and thus their thesis is created.

Thesis of Attunement

Most magical objects require a more innate connection with their wielders. Some artefactors study this connection and learn how to alter it and empower it.

Novice Attunement

At 2nd level, you've taken your first steps towards harnessing your connection to magical items. Your number of attunement slots increases by 1.

Resilient Bond

Additionally at 2nd level, whenever you attune to an item your current hit points and your hit point maximum increase by 1 while attuned to the item.

Reliquary Bolster

At 6th level, whenever you attune to an item with charges, you gain a number of temporary hit points equal to 10 times the number of charges. These temporary hit points last until you take a long rest. You can only gain temporary hit points from an item once every 24 hours.

Sever Ties

At 14th level, whenever you take damage you can as a reaction unattune to one of your items of uncommon or rare rarity. The item is damaged and cannot be used for 24 hours, you take no damage. Once you use this feature, you can't do so again until you finish a short or long rest.

Greater Resilience

At 18th level, whenever you current hit point total and your maximum hit point total increase from your Resilent Bond feature they increase by an additional 3.

Thesis of Containment

Some artefactors see magical items as terrible things that are meant to only be used by a select few. Offering up various examples of commonfolk acquiring magical items and destroying things. They seek to contain magical items and neutralize them.

Containment Unit

At 2nd level, you've gained the ability to access a small, extradimensional space within which to store magical items. You can access this space as an action to stow and retrieve items, and it can hold a number of magical items equal to your Intelligence modifier. This space can only hold magical items.

Suppress Magic

Additionally at 2nd level, you can spend 1 minute performing a ritual over a magical item of very rare rarity or lower. Once finished, the magical item doesn't emit any magical aura or seem magical for 1 hour. For the duration, the item cannot be identified as magical by anyone except you.

Reliquary Ward

At 6th level, you've warded yourself against the effects of magical items. You can add your Intelligence modifier to saving throws made against spells and other magical effects.

Greater Suppression

At 14th level, you are able to suppress magical items and other magical effects more urgently and potently. Whenever you see a creature cast a spell, use a magic item, or produce a magical effect, you can as a reaction suppress the magic. The creature must make a Wisdom saving throw. On a failed save, they can't cast spells, use that magic item, or produce any magical effects for 1 minute. Once you use this feature, you cannot do so again until you finish a short or long rest.

Sunder Artifact

At 18th level, you have mastered the art of destroying magical items. Whenever you perform the steps specific to an artifact to destroy it, the time required and the gold cost are halved.

Thesis of Combat

Some artefactors view magical items as a means to destroy their enemies and conquer them. Building their thesis upon the study of both magical items and combat.

Bound Arsenal

At 2nd level, you've gained the ability to bind an additional relic to yourself. Choose one of the following: heroic sword, wintry axe, meteoric hammer, or summer glaive. You cannot choose a relic you already have.

Bonus Proficiencies

Additionally at 2nd level, you gain proficiency with martial weapons and shields.

Extra Attack

At 6th level, you can attack with weapon or your relic twice, instead of once, whenever you take the Attack action on your turn.

Athletic

At 14th level, your time spent on the battlefield putting some of your theories to the test has strengthened your body. Your movement speed increases by 10 feet. Additionally, the distances your can jump are doubled.

Artifact Artillery

At 18th level, you are able to summon forth the innate war magic of your relic. At the start of your turns, you can use a bonus action to cause a magical bead of arcane energy to manifest above your head. You can as an action launch any number of these motes at a target within 120 feet of you, making a ranged spell attack against the target for each mote. On a hit, the target takes 1d10 force damage. You can have a number of motes equal to your Proficiency bonus manifested at a time, and all motes dissipate after 1 minute.

Thesis of the Pact

Some artefactors seek to understand the magical power granted through pacts, viewing magical items as physical pacts. They build their thesis upon the idea that magical items represent binding magic into the physical realm through the will of their wielders.

Bound Power

At 2nd level, you've learned the ability to bind more of your relics power through your study. You can as a bonus action gain temporary hit points equal to twice your Intelligence modifier.

Eldritch Pact

Additionally at 2nd level, your relic gifts you with an innate bastion of eldritch power. Whenever you are subject to a saving throw, you can as a reaction deal 1d4 psychic damage to the creature targeting you with the saving throw.

The damage dealt by this feature increases to 1d6 at 6th level, and 1d10 at 12th level.

Blood for a Chance

At 6th level, you are able to trade away some of your own life force in an attempt for greater power. Whenever you make saving throw, attack roll, or skill check, and have temporary hit points you can add up to a +5 bonus to the roll and take damage equal to the result. You can use this feature a number of times equal to your Proficiency bonus per long rest.

Extraplanar Knowledge

At 14th level, your time theorizing about the power that magic items grant their wielders has granted you much insight into the outer planes. Whenever you roll a history, arcana, or religion check relating to the planes, you have advantage.

Planar Influence

At 18th level, your relic has been touched by the outer planes and extends that influence to you. You can cast the plane shift spell without expending a spell slot once per long rest.

Thesis of Souls

Those who take up this thesis begin the study of sentient magic items. Seeking to answer the questions pertaining the nature of their souls and whether they have them.

Bound Voice

At 2nd level, your bound relic develops sentience as you develop this thesis. Your bound relic shares your alignment, has an Intelligence of 14, a Wisdom of 12, and a Charisma of 12. It has normal hearing and sight out to 60 feet.

The bound relic communicates telepathically with its wielder and can speak, read, and understand common. Work with your DM to determine the personality of your bound relic. If your relic is lost or destroyed, it retains its personality and statistics when summoned back into your possession.=

Mind Mastery

Additionally at 2nd level, your bond with your relic allows you to manipulate those that wield it. If another creature attempts to wield your relic, you can choose for them to make a Charisma saving throw. On a failed save, they are charmed by your and your relic for 1 minute. A creature is immune to this feature for 24 hours if they succeed.

Psionic Control

At 6th level, your relic has gained a form of psionics that allow it to manipulate itself. You can as a bonus action, toss the relic into an unoccupied space within 5 feet of you. When you do so, the relic begins to hover. The relic has a fly speed of 30 feet, uses your proficiency bonus and intelligence modifier for attack and damage rolls, and has an armor class equal to 10 + your Intelligence modifier.

The relic acts immediately after your turn in the initiative order, and can move and take the attack, dodge, dash, disengage, or the help action. If the relic doesn't already have a means of attack, it deals 1d6 bludgeoning damage.

You can call the relic back to you from this feature as a bonus action. If you have no hand free, it falls to the ground at your feet.

Two Minds

At 14th level, you can communicate telepathically from any distance with your relic and can as an action connect with your relic allowing you to see and hear through your relic for 1 minute.

Soulbound

At 18th level, your bond with your relic is so strong it is almost as if your share the same soul. Whenever you are reduced to 0 hit points, your relic takes control of your body and acts in your defense. You still make death saving throws as normal. Once you use this feature, you cannot do so again until you finish a short or long rest.

Arcane Imbuement

If an arcane imbuement has prerequisites, you must meet them to learn it. You can learn the arcane imbuement at the same time that you meet its prerequisites.

Cutting Edge

Prerequisite: heroic sword, wintry axe, or summer glaive relic

Whenever you roll a 1 on a damage die on an attack made wielding your relic, you can choose to reroll the damage die choosing either result.

Critical Slash

Prerequisite: heroic sword relic

Whenever you attack a creature with this relic and roll a 20 on the attack roll. you deal an additional 2d6 slashing damage.

Bleeding Cut

Prerequisite: heroic sword, wintry axe, or summer glaive relic

Whenever you deal damage to a creature with this relic, they take an additional 1d6 slashing damage at the start of their next turn.

Destructive Force

Prerequisite: heroic sword, wintry axe, or meteoric hammer relic

Whenever you attack an object with this relic and hit, maximize the relics damage dice against the target.

Swift Strike

Prerequisite: heroic sword, summer glaive, or wintry axe relic

You can make one attack with this weapon as a bonus action on each of your turns.

Return to Hand

Prerequisite: heroic sword, wintry axe, or summer glaive relic

The bond you share with your relic transcends distance. Your relic gains the thrown property with a range of 30/60. Immediately after making a ranged attack, the weapon flies back to your hand.

Slayers Bolt

Prerequisite: channelers gauntlet relic

Whenever you take a long rest choose one of the following creature types: aberration, beast, dragon, monstrosity or plant. Whenever you deal damage with your relic against a creature from your chosen creature type, they take an additional 2d6 force damage.

Elemental Channel

Prerequisite: channelers gauntlet, heroic sword, or arcane staff relic

Whenever you make an attack with your relic, you can choose to change the damage type to one of the following damage types: acid, cold, fire, lightning, or thunder.

Arcanist's Fist

Prerequisite: channelers gauntlet relic

As an action, you can make an unarmed weapon attack with your relic against a target within reach. On a hit, the target takes 1d6 force damage.

Novice Mage

Prerequisite: arcane staff or channelers gauntlet relic

You learn a cantrip from the wizard spell list.

Greater Arcane Knowledge

Prerequisite: 6th level, arcane staff relic

The magic granted by your relic through your bond with it grows. You learn two new spells of your choice from the Wizard spell list that are third level or lower. You can cast each spell once per short or long rest. You can swap out your chosen spells for different ones whenever you take a long rest.

Grand Magic

Prerequisite: 18th level, arcane staff relic

You learn a 6th level spell of your choice from the Wizard spell list and can cast it once per long rest.

Empowered Relic

Prerequisite: 5th level, heroic sword, meteoric hammer, channelers gauntlet, wintry axe, or summer glaive relic

You have a +1 bonus to attack and damage rolls made with your relic.

Summer Dragoon

Prerequisite: summer glaive or meteoric hammer relic

While wielding your relic you can as an action, launch 60 feet into the air upon a column of flame. Choose a target you can see that is within 30 feet of the point you launched from. Make a melee weapon attack roll against the target. On a hit, you land relic first onto the target dealing an additional 3d10 fire damage damage against the target.

Additionally, you don't take fall damage caused by this feature.

Empowered Defense

Prerequisite: protective shield or titan armor relic

While your relic is equipped, your armor class increases by 1.

Forged in Fire

Prerequisite: meteoric hammer, channelers gauntlet, or summer glaive relic, cannot have the chilling strike imbuement

Your relic deals an 1d6 additional fire damage whenever you succeed on anattack made with i.

Chilling Strike

Prerequisite: wintry axe or channelers gauntlet relic, cannot have the forged in fire imbuement

Your relic deals an additional 1d6 cold damage whenever you succeed on an attack made with it.

Ravaging Firestorm

Prerequisite: 6th level, forged in fire imbuement

You can cast the fireball spell without expending a spell slot once per short or long rest.

Missileguard

Prerequisite: 5th level, protective shield relic

While your relic is equipped, you are immune to the magic missile spell and gain a +1 bonus to your armor class against ranged weapon attacks.

Magebreaker

Prerequisite: protective shield relic

Whenever you roll 20 on a saving throw made against a spell that only target you, you are unaffected by the spell.

Defensive Resistance

Prerequisite: protective shield or titan armor relic

Choose one of the following damage types: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder damage. While your relic is equipped you have resistance to the chosen damage type.

Stowed Away

Prerequisite: umbral cloak relic

Your cloak is considered to be a bag of holding that you can access by reaching a hand into it. This does not affect your ability to wear it.

Well of the Arcane

Prerequisite: grand magic imbuement, 20th level

Choose one spell of 8th level or lower. You can cast the chosen spell without expending a spell slot once per long rest.

Master of Shadows

Prerequisites: umbral cloak relic, 5th level

You can cast the Darkness spell without expending a spell slot once per short or long rest.

Artifact of Flight

Prerequisite: 6th level

You can cast the fly spell targeting yourself without expending a spell slot once per short or long rest.

Breath of Frost

Prerequisite: 9th level, chilling strike imbuement

You can cast the cone of cold spell without expending a spell slot once per short or long rest.

Blessing of the Spider

Prerequisite: 3rd level, titan armor or umbral cloak relic

You can cast the spider climb spell only targeting yourself at will, without expending a spell slot.

Olympian Height

Prerequisite: 3rd level, titan armor relic

You can cast the enlarge\reduce spell, but only the enlarge effect targeting yourself at will, without expending a spell slot.

Shadowy Guise

Prerequiste: umbral cloak relic

You can cast the disguise self spell at will, without expending a spell slot.

Pass Unseen

Prerequiste: 3rd level, umbral cloak relic

You can cast the pass without trace spell without expending a spell slot once per short or long rest.

Insulated Shield

Prerequiste: 7th level, guardian shield relic

You can cast the fire shield spell without expending a spell slot once per short or long rest.

Elemental Invulnerability

Prerequisite: 10th level, defensive resistance imbuement

Whenever you take damage from your chosen damage type, you can as a reaction become immune to that damage type for 1 minute. Once you use this feature, you cannot do so again until you finish a short or long rest.

Class:

Drakesoul

Standing tall and proud atop a plateau armored in ornate half-plate armor is an elf with red glowing eyes. In a flash, the elf unfurls previously unseen wings and flies high into the air.

A human is suddenly interrupted from their slumber by a sudden bout of terror. On the streets outside their home an orc stands surrounded by the terrifying visage of a great dragon, while a band of criminals flees.

A bandit jumps out to rob a traveling dragonborn. The dragonborn grins, and unleashes a blast of crimson energy from their maw. Instilling within their attacker a sense of their own mortality, causing them to flee.

These three examples are each Drakesoul. Within them they house the foundation of draconic power that normally only dragons would call their own. This foundation is what dragons harness to call upon their breath weapon, and is sometimes found among others.

Gift of Old

The power that the Drakesoul call their own was originally reserved only for those of dragonkind. This power was however gifted to a select few many years ago by a dragon who feared for the safety of the weaker races. These first few were charged with protecting the weaker races from the ire that they drew from dragons in the older days. This gift went on and was passed onto the descendants of those first few. This gift was also given to others throughout the years when it was needed.

Soul of Dragonkind

The soul is the foundation upon which all dragonkind fuel themselves. From their innate breath weapon all the way to the terrifying presence they can exude. Drakesoul are unique in that they manage to shape this power into different forms to suit their needs. Some harness it to call upon the arcane, other use it to control the elements. The source is the same, while the results are various. It is much like the Weave, in that even though the source of power is the same, it is used in a variety of ways.

Drakesoul
Level Proficiency Bonus Features Draconic Deeds Known Drake Points
1st +2 Draconic Soul 2 4
2nd +2 Teeth of the Wyrm 2 4
3rd +2 Draconic Calling Feature, Elemental Manifestation 2 5
4th +2 Ability Score Increase 2 5
5th +3 Extra Attack 3 5
6th +3 Draconic Calling Feature 3 6
7th +3 Ability Score Increase 3 6
8th +3 Font of Energy 3 6
9th +4 Draconic Calling Feature 4 7
10th +4 4 7
11th +4 Ability Score Increase 4 7
12th +4 Rending Claws, Swift Flight 4 8
13th +5 Extra Attack (2) 5 8
14th +5 Draconic Calling Feature 5 8
15th +5 Ability Score Increase 5 9
16th +5 5 9
17th +6 Draconic Calling Feature 6 9
18th +6 Ability Score Increase 6 10
19th +6 6 10
20th +6 Draconic Evocation 7 10

Creating a Drakesoul

When making a drakesoul, consider how they came to possess this power? Are they descended from those who the power was originally gifted to? Or possibly they found themselves in peril and were shown pity by a dragon and were saved and then gifted the power in order to protect themselves in the future?

If the power was gifted, are you considered in debt? Are you tasked with a quest? How do draconic beings feel about your existence? Do they despise you or simply not care?

Quick Build

You can make a drakesoul quickly by following these suggestions. First, make Charisma your highest score. Your next highest score should be Constitution. Second, choose the Outlander background.

Class Features

As a Drakesoul, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Drakesoul level
  • Hit Points at 1st Level: 8 + your Constitution modifer
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per drakesoul level after 1st

Proficiencies


  • Armor: Light and medium armor
  • Weapons: Simple Weapons, shortswords
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Insight, Perception, History, Nature, or Survival.

Equipment

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

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneers pack or (b) an explorers pack
  • Hide armor, any simple weapon, and a handaxe

Draconic Soul

You've awakened the power that dwells with your draconic soul. This power is represented by a pool of points known as drake points that you can use to perform draconic magic. This draconic connection allows you to tap into the primal language of the dragons, you can speak, read, and write draconic.

Drake Points

You have 4 drake points, and you gain more as you reach higher levels, as shown in the Drake Points column of the Drakesoul table. You can never have more drake points than shown on the table for your level. You regain all spent drake points when you finish a long rest.

Drake Deeds

At 1st level, you know two draconic deeds of your choice from the draconic deeds list that you meet the prerequisites of. You learn additional draconic deeds of your choice at higher levels, as shown in the Draconic Deeds Known column of the Drakesoul table. You can perform a draconic deed by expending a drake point.

Deed Save DC = 8 + your proficiency bonus +

your Charisma modifier

Deed attack modifier = your proficiency bonus +

your Charisma modifier

Teeth of the Wyrm

When you reach 2nd level, your souls tie to draconic power begins to grow further and altering your very being. You gain a pool of soul points equal to 3 times your Drakesoul level. This pool replenishes whenever you finish a long rest.

Whenever you deal damage from a weapon attack or a draconic deed you can expend a number of points from this pool and add the expended number to the damage of the attack or deed.

Draconic Calling

Upon reaching 3rd level, you must choose a draconic calling that defines how your draconic power has manifested. Choose one of the callings detailed at the end of the class description. The draconic calling you choose grants you features at 3rd level and again at 6th, 9th, 14th, and 17th level.

Elemental Manifestation

Starting at 3rd level, you gain an elemental affinity based on your Draconic Calling.

You gain resistance to the damage type that corresponds to your Draconic Calling.

Draconic Calling Damage Type
Blood Calling Necrotic
Metallic Calling Radiant
Arcane Calling Force
Tempest Calling Lightning
Glacial Calling Cold
Wraith Calling Psychic
Huntsman Calling Poison
Wyrmfire Calling Fire
Terra Calling Bludgeoning

Ability Score Increase

When you reach 4th level, and again at 7th, 11th, 15th, and 18th 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Font of Energy

When you reach 8th level, you are able to further channel the draconic energy within. Once per long rest you can as a bonus action regain one expended drake point.

Rending Claws

At 12th level, when you make a melee weapon or melee spell attack roll against a creature with an armor class equal to or lower than 8 + your Charisma modifier + your proficiency bonus you deal additional damage equal to your Drakesoul level.

Swift Flight

Also at 12th level, you feel the call to freedom that all dragons have deep within your soul. You increase your movement speed by 10 feet and if you have a fly speed it is also increased by 10 feet.

Draconic Evocation

Finally when you reach 20th level, the draconic power that you call host to within your soul reaches its peak. When you roll initiative and have no drake points remaining, you regain 3 drake points.

Draconic Calling

Many drakesoul harness the magical foundation of draconic power within themselves differently. For some they utilize the draconic power of within their blood, for others they use it to enhance their martial abilities, some learn how to call upon the innate power to cast spells, and others embody the sky which the dragons themselves claim to rule.

Blood Calling

The grim path these drakesoul trek is frowned upon by most as it is seen as a profane and accursed practice. The power they pursue is not for the weak willed.

Blood Sacrifice

When choosing this subclass at 3rd level, when performing a draconic deed rather than expending drake points, you may expend a hit die and roll it taking necrotic damage equal to the rolls result + your level. This damage cannot be reduced through resistance or by any other means.

Profane Art

At 6th level, you gain the ability to cast the spell Speak with Dead once per long rest.

Bloodletting

At 9th level, when using your Font of Energy feature you can restore hit points to yourself or another creature you're touching equal to 8 + your level, rather than regaining a drake point.

Paralytic Strike

At 14th level, you can cause a creatures blood to work against it and cause it to lock up. When you make a melee weapon attack and succeed, you can choose for that creature to make a Constitution saving throw. On a failed save the target is paralyzed for 1 minute. The paralyzed target can repeat this saving throw at the beginning of each of its turns. You cannot do this again until you take a long rest.

Force of Life and Death

Finally when you reach 17th level, when you make a melee weapon attack you can expend a drake point to deal an additional amount of necrotic damage equal to your level.

If you are healing yourself or a creature, you can instead spend a drake point to heal an additional amount equal to your level. Once you either you cannot do so again until you take a long rest.

Glacial Calling

Drakesoul of this calling harness the harsh and uncaring power of winter and frost. They are commonly found far to the north as their power is stronger and easier to channel there.

Heart of Winter

When you choose this calling at 3rd level, you have learned to channel the icy jaws of winter. You may add the Chill of Ymir to your list of deeds known. It does not count against your number of deeds known.

Additionally, you know the Ray of Frost cantrip. Charisma is your spellcasting ability for this spell.

Sheer Cold

Starting at 6th level, you are able to instill an unearthly form of cold into your magic. Whenever you deal cold damage, it ignores resistance and treats immunity as resistance.

Frostfell Aura

Starting at 9th level, you exude the primal force of winter. As an action, you can summon forth this power and cause a 10 foot aura of winter centered on you to come forth. All enemy creatures that enter this aura or start their turn in this aura take cold damage equal to 2 + your Constitution modifier. Minimum of

Axe of Ymir

Upon reaching 14th level, whenever you use the Chill of Ymir, you can choose to deal 2d12 cold damage instead of double your Constitution.

Dragon of the North

Finally when you reach 17th level, you command the full power of winter and can call it to yourself on a whim. Once per long rest you can instill the very essence of winter into one target that you can see within 120 feet of you. The target must make a Constitution saving throw, on a failed save taking 5d12 cold damage and half as much on a successful save.

Huntsman Calling

Drakesoul of this sort find themselves drawn towards the hunt and the rush of blood it brings. They seek to to feel prey beneath their talons. These Drakesoul make excellent archers.

Huntsman's Arrow

When you choose this subclass at 3rd level, you may add the Dragon Piercer to your list of deeds known. It does not count against your number of deeds known.

Bonus Proficiencies

Additionally at 3rd level, you gain proficiency in short bows, longbows, hand crossbows, and heavy crossbows.

The Hunt Begins

At 6th level, you can expend a drake point to cast Hunter's Mark without expending a spell slot. Charisma is your spellcasting ability for this spell.

Hail of Arrows

When you reach 9th level, whenever you use the Dragon Piercer, you can choose for the additional 3d4 poison damage to be divided amongst all creatures within 5 feet of the target instead.

Landstrider

Upon reaching 14th level, your many hunts have taught you how to track prey through any environment. You are unimpeded by nonmagical rough terrain.

Dead Shot

Finally when you reach 17th level, you are deadly accurate and almost never miss. As a reaction whenever you miss with an attack, you can expend a drake point and choose to hit instead. Once you use this feature you cannot do so again until you take a long rest.

Metallic Calling

Metallic Drakesoul make use of their innate power to enhance their martial abilities. They see the scales and claws of a dragon and seek to embody that through armor and weaponry. They wish to embody the nobility and honor of metallic dragons and use their power to defend their allies and destroy their enemies.

Bonus Proficiencies

When you choose this subclass at 3rd level, you gain proficiency with heavy armor and shields.

Draconic Arsenal

Additionally at 3rd level, you may add the Drakeblade to your list of deeds known. It does not count against your number of deeds known.

Keen Senses

At 6th level, you have advantage on initiative rolls and Perception checks.

Dragonwrought

At 9th level, when an ally within 5 feet of you takes damage, you can as a reaction reduce the damage by an amount equal to your level + your Charisma modifier. You can do this three times per long rest.

Metallic Enhancement

When you reach 14th level, you must choose one of the following metallic enhancements:

  • Weakening Strike. When you make a melee weapon attack against a creature, you can choose for the creature to make a Strength saving throw. On a failed save the target has disadvantage on Strength saving throws and any damage they do on a Strength-based attack is reduced by 1d4 for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Slowing Strike. When you make a melee weapon attack against a creature, you can choose for the creature to make a Constitution saving throw. On a failed save the targets movement speed is halved and they have disadvantage on Dexterity saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Repelling Strike. When you make a melee weapon attack against a creature, you can choose for the creature to make a Strength saving throw. On a failed save the target is pushed 30 feet away from you.

You can only use your chosen metallic enhancement once per short or long rest. Additionally, you can swap out your chosen metallic enhancement for another one whenever you take a long rest.

Aegis

Finally when you reach 17th level, you can as a bonus action change the armor class of an ally within 60 feet of you to equal your own if it is lower. If the allies armor class is higher, then your armor class changes to match theirs. If their armor class is equal to yours then you both gain +1 to AC. This effect last for 1 minute, and cannot be used again until you take a long rest.

Tempest Calling

Drakesoul of this sort seek to embody the wrath of a storm. They seek the freedom and power that the dragons receive from the sky itself.

Volt Whip

When you choose this subclass at 3rd level, you may add the Lightning Lash to your list of deeds known. It does not count against your number of deeds known.

Caught in the Storm

Also at 3rd level, whenever a creature fails the saving throw against the Lightning Lash creature is knocked prone.

Touching the Sky

At 6th level, the distances you can jump for your long and high jumps are doubled.

Fast as Lightning

At 9th level, your movement speed increases by 5 feet. Also when you take damage from a source you can see, you can use your reaction to halve the damage. You cannot do this again until you take a long rest.

Stormcaller

At 14th level, you can spend a drake point to cast Call Lightning. You can do this 3 times before needing to take a long rest to do so again.

Typhoon Ascent

At 17th level, you can spend a drake point to form a tempestuous aura around you. All enemy creatures that start their turn within 15 feet of you or move into this range must make a Dexterity saving throw. Taking lightning damage equal to 5 + your Charsima modifier on a failed save. This aura remains active for 1 minute. Once this minute is up the aura disperses and you cannot use it against until you take a long rest.

Wyrmfire Calling

The fire that burns within dragons is legendary and told of in detail in many myths. Drakesoul that bear this power are quite powerful and hold within them a greater concentration of the essence of dragons.

Blazing Soul

Starting at 3rd level, the raging fire that burns within you can be conjured forth when you need it. You may add the Rage of the Dragon deed to your list of deeds known. It does not count against your number of deeds known.

Additionally, you know the Control Flames cantrip. Charisma is your spellcasting ability for this spell.

Turn Up The Heat!

At 6th level, the fire you create is incredibly hot. Whenever you deal fire damage, it ignores resistance and treats immunity as resistance.

Solar Flare

At 9th level, the fire within you burns strong that you can let it loose. You can expend a drake point and cast the spell Fireball at 3rd level centered on yourself. You don't take any damage from Fireball when it is cast this way.

Flame Boost

At 14th level, whenever you take the dash action you leave a trail of fire that lasts until the end of your next turn. Any creatures that moves into, moves through, or starts their turn in this trail of fire take 2d4 fire damage.

Dragon Nova

At 17th level, whenever you use Rage of the Dragon you can choose to exude an aura of simmering heat out to 30 feet for 1 minute. All enemy creatures that start or enter this radius on their turn must make a Constitution saving throw, taking 5d6 fire damage on a failed save and half as much on a successful save. Once you use this feature you cannot do so again until you take a long rest.

Terra Calling

The earth is mighty and unmoving. Drakesoul of this sort are stalwart and are masters of the earth. They are mighty and unmovable.

Earthen Dragon

Starting at 3rd level, the earth yields to your draconic dominance. You may add the Terra Wyrm deed to your list of deeds known. It does not count against your number of deeds known.

Additionally, you know the Mold Earth cantrip. Charisma is your spellcasting ability for this spell.

Unmovable Stone

At 6th level, you are as unmoving as the earth you stand upon. You have advantage on rolls made against being moved against your will.

Close to the Earth

At 9th level, you draw your strength from the earth itself and the closer you are the stronger your bond. Whenever you are prone your armor class increases by your Constitution modifier while you are prone.

Knowledge of Gaia

At 14th level, your knowledge of the earth and its power is unrivaled. You can spend 1 minute meditating and learn any significant locations and the general terrain within 1 mile of you. You can use this feature once per short or long rest.

Earthen King

At 17th level, your command of the earth is unmatched. You can use Terra Wyrm as if you had spent one drake point at will without expending any drake points

Wraith Calling

Drakesoul that bear this calling were not born with the soul of a dragon but in fact bonded with the wraith of a dragon that has bound itself and their soul to them. This shapes the way the power of the Drakesoul manifests in a way no other calling does.

Spirit Strike

When you choose this subclass at 3rd level, you may add the Wraith's Fury to your list of deeds known. It does not count against your number of deeds known.

Bonus Proficiencies

Additionally at 3rd level, you gain proficiency in short bows, longbows, and longswords.

Otherworldly Claws

At 6th level, all your weapon attacks are considered magical for the purposes of overcoming resistance and immunity.

Draconic Flurry

When you reach 9th level, you are able to call forth a fragment of the spirit dragon whom you share a bond with to send a flurry of attacks against a a target. As a reaction when you make a melee weapon attack against a creature within 5 feet of you, you can as a reaction make two additional attacks against that target. These additional attacks do not add your ability score modifier to their damage rolls. Once you use this feature you must take a long rest to do so again.

Soul Rend

Upon reaching 14th level, your bond with the dragons spirit allows you to sink your claws into the very soul of your foe. Whenever you make an attack that Rending Claws applies to, that attack deals an additional amount of psychic damage equal to half of your level.

Wraith Master

Finally when you reach 17th level, your bond with the spirit of the dragon that bonded wtih your soul has reached its pinnacle. As an action you can expend a drake point and assume the mantle of a spectral dragon and partially shift yourself into the ethereal plane for 1 minute. For the duration you gain the following benefits:

  • Your size increases by one category as per the enlarge/reduce spell and cannot be altered by any other means.
  • Your unarmed attacks deal an additional 2d6 psychic damage.
  • You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.

You cannot use this feature again until you finish a long rest.

Draconic Deeds

If a draconic deed has prerequisites, you must meet them to learn it. You can learn the draconic deed at the same time that you meet its prerequisites.

Elders Visage

Prerequisite: 15th level

You cast the spell Illusory Dragon without expending a spell slot. You cannot do so again until you take a long rest.

Wyrms Breath

Prerequisite: 3rd level

You can as an action exhale energy corresponding to your Elemental Manifestation in a 15 foot cone. Each creature in that area must make a Dexterity save, taking 3d6 damage on a failed save, or half as much on a success. The damage increases by 1d6 for every additional drake point spent.

Ancients Sight

Prerequisite: 12th level

You can as an action grant yourself truesight out to 30 feet for 1 minute.

Hoard Seeker

You can as a bonus action grant yourself the ability to sense the location of any nonmagical valuable items within 120 feet. This effect lasts for 1 minute.

Marked Strike

Prerequisite: 3rd level

As a bonus action you can mark a creature within 60 feet of you. This mark lasts for 1 minute and for the duration you deal an additional 1d6 of the damage associated with your Elemental Manifestation against the marked creature.

Sanguine Claws

As a bonus action you infuse the profane magic of draconic blood into your attacks until the start of your next turn. Whenever you succeed on a melee weapon attack you regain hit points equal to 1d4 + your Constitution modifier. The duration of this deed increases by 1 round for each drake point spent.

Dragons Hide

As a bonus action you manifest the scaly hide of a dragon around you. For 1 hour your armor class becomes 12 + your Dexterity Modifier.

Imposed Strike

As a bonus action, you bolster your attack with the imposing presence of draconic power you control. The next attack roll you make gains a bonus equal to your Charisma modifier.

Wyvern Heritage

As an action, you spit forth a ball of acid at a point within 60 feet of you. All targets within a 15-feet radius of this point must make a Constitution saving throw. On a failed save the target takes 2d4 acid damage, and half as much on a successful one. The damage increases by 1d4 for every additional drake point expended.

Dread Wyrm

Prerequisite: 5th level

As an action, you invoke the fearful presence of an ancient dragon. Each creature of your choice that are within 60 feet of you and are aware of you must succeed on a Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

Drakeblade

Prerequisite: 3rd level, Metallic Calling

As a bonus action, you manifest a blade from the draconic energy within. You can as an action make a melee weapon attack that deals 2d4 radiant damage. The blade disappears after 1 minute or if it leaves your hand.

Draconic Wings

Prerequisite: 5th level

As an action, you manifest the wings of a dragon upon your back for 1 minute. For the duration you have a fly speed equal to your movement speed.

Lightning Lash

Prerequisite: 3rd level, Tempest Calling

As a bonus action, you conjure a line of lightning into a free hand. You can as an action make a melee weapon attack that deals 1d8 lightning damage. The lash has the reach property and disappears after 1 minute or if it leaves your hand.

Jaws of Fire

As an action, you summon forth the fiery visage of a dragons maw. Choose a target you can see within 30 feet, that target must make a Dexterity saving throw. On a failed save the target takes 2d10 fire damage, and half as much on a failed save. The damage increases by 1d10 for each additional drake point spent.

Wrath of Tiamat

Prerequisite: 17th level

As an action, you spend 3 drake points and summon forth the visage of each head of the dragon queen Tiamat. All creatures within 30 feet of you must make a Dexterity saving throw. On a failed save they take 1d8 fire, 1d8 cold, 1d8 lightning, 1d8 acid and, 1d8 poison damage, and on a successful save they take half as much damage.

Smite of Bahamut

Prerequisite: 17th level

As an action, you spend 3 drake points and call down a mighty blow upon a single creature you can see within 60 feet of you. The target must make a Constitution saving throw. On a failed save they take 4d12 radiant damage and are knocked prone, and on a successful save they take half as much damage and are not knocked prone.

Chill of Ymir

Prerequisite: 3rd level, Glacial Calling

You can as a bonus action instill chilling cold into your next attack. The next attack you make deals an additional cold damage equal to double your Constitution modifier.

Claws of the Drake

You conjure forth spectral dragon claws around your hands and make a melee weapon attack against a creature within reach. On a hit, the target takes 2d6 slashing damage.

Wraith's Fury

Prerequisite: 3rd level, Wraith Calling

You can as a bonus action strike a targets very soul. The target must succeed on a Constitution saving throw or have their armor class reduced by 1d4 until the end of your next turn.

Dragon Piercer

Prerequisite: 3rd level, Huntsman Calling

Whenever you make a ranged weapon attack, you can empower the attack with your predatory intent. On a hit, the attack deals an additional 3d4 poison damage.

Rage of the Dragon

Prerequisite: 3rd level, Wyrmfire Calling

As a bonus action, you can summon forth the fury of a red dragon for 1 minute. For the duration you deal additional fire damage equal to your Charisma modifier on melee attacks and you can subtract that number from damage you take.

Terra Wyrm

Prerequisite: 3rd level, Terra Calling

As an action, you slam your foot into the ground and summon forth the head of a dragon made of stone that then launches forth in a line that is 15 feet long and 5 feet wide. Each creature in this line must make a Strength saving throw, taking 4d6 magical bludgeoning damage and being pushed back 5 feet on a failed save and half as much on a successful save. The damage increases by 1d6 for every additional drake point spent.

Draconic Smite

when you hit a creature with a weapon attack, you can deal an additional 2d4 of the weapons damage type.

Class:

Dungeonkeep

A human woman in a black robe stands in front of a procession of cultists in the main chamber of their blackstone stronghold. Performing their last ritual in the name of their dark god before they withdrew from the stronghold where their operations have been uncovered.

A ranger fires an arrow at a pack of wolves only to be met by the wolves master. Beginning the hunt against the unwary ranger, they chase them through the hunters domain. The wolves and other beasts follow the commands of the master of the hunters domain.

A band of adventurers roams through the dankest depths of an ancient dungeon wary of traps and the monsters that roam there. Seeking the master of the dungeon, they go down each corridor until they reach the final room. Upon entering they are greeted by the Dungeonkeep of the dungeon and their minions ready to defend it.

All of these are Dungeonkeeps, masters of the dungeons they roam. However, most no longer call any dungeon their home as they roam the land seeking a new purpose with a gaggle of loyal minions in tow.

Retired Guardians

Dungeonkeeps were once guardians of a dungeon they once roamed. They are often the bosse of the dungeon they came from and when they left a group of minions came with them. A Dungeonkeep can leave their dungeon for a variety of reasons. Some leave because they were defeated by a group of adventurers but were spared, some leave because they are no longer able to upkeep the dungeon, and some leave to see what lies beyond the small scope of their dungeon.

Powerful Leaders

When a Dungeonkeep leaves their dungeon they are accompanied by at least one minion from the dungeon they left. Overtime their charisma and force of will draws in other minions that seek to serve them and follow their command. Some Dungeonkeeps are even capable of gathering hordes of minions to their beck and call.

Creating a Dungeonkeep

As you create your Dungeonkeep, think about what type of dungeon they came from? Why did they leave the dungeon they came from? Why are their minions still loyal to them? What is their goal as a Dungeonkeep?

Quick Build

You can make a Dungeonkeep quickly by following these suggestions. First, Charisma should be your highest ability score. Make Constitution your next highest, and Constitution after that for survivability. Second, choose the hermit background.

Dungeonkeep
Level Proficiency Bonus Features Minions
1st +2 Dungeon Master, Dungeon Origin 1
2nd +2 Labyrinth Senses 1
3rd +2 Dungeon Relic 1
4th +2 Ability Score Increase 1
5th +3 Dungeon Feature 2
6th +3 Dungeon Relic Improvement 2
7th +3 Dungeon Crawl 2
8th +3 Ability Score Increase 2
9th +4 3
10th +4 Dungeon Feature 3
11th +4 Dungeon Relic Improvement 3
12th +4 Ability Score Increase 3
13th +5 4
14th +5 Stronghold Keeper 4
15th +5 Dungeon Feature 4
16th +5 Ability Score Increase 4
17th +6 Dungeon Relic Improvement 4
18th +6 5
19th +6 Ability Score Increase 5
20th +6 Dungeon Boss 5

Class Features

As a Dungeonkeep, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons
  • Tools: One artisan's tools or gaming set of your choice

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from skills Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, Performance, and Persuasion.

Equipment

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

  • (a) a quarterstaff or (b) one simple weapon of your choice
  • Leather armor
  • (a) a light crossbow with 20 bolts or (b) a longbow with 20 arrows

Optionally, you can choose to forgo any starting equipment and instead gain a number of gold pieces equal to 6d4 x 10 and use that amount to buy your own starting equipment.

Dungeon Lord

1st-level Dungeonkeep feature

You were once the Dungeonkeep of a dungeon in the past but for some reason you no longer call that place your home.

However, a small handful of minions remain loyal to you. You start off with one minion that obeys your commands to the best of their ability. You can issue your minion(s) commands as a free action on your turn or at the start of their turn so long as they can hear you, but they cannot act upon those commands until their turn in combat. Also if you don't command your minions they act on their own. Whenever you roll initiative, you must choose whether your minion(s) act before or after you do. You gain more minions at 5th, 9th, 13th, and 18th level. Minions you control uses your Proficiency bonus in place of their own.

Whenever you take a long rest, you can choose to swap out any minions in your command for a different minion from your list of available minions. You can only have one minion each from those available at 12th and 15th levels under your command.

Additionally, your minions have altered statistics detailed below.

Hit Points

A minion you control has a number of hit dice equal to your Proficiency bonus. Whenever you first gain a minion you roll these hit dice to determine their hit point maximum.

Your minions regain all hit points whenever you finish taking a long rest and whenever you take a short rest you can expend your own hit dice to restore hit points to any of your minions instead of yourself.

If a minion of yours dies, you can spend an hour performing a ritual that conjures any fallen minions back into existence.

Attacks

A minion you control can only make on attack whenever they take the Attack action on their turn and lose their multiattack feature if they have one. Whenever you reach 5th level, your minion can attack twice instead of once whenever they take the Attack action on their turn.

Additionally, your minion only deals one die of damage instead of the number of damage dice they normally deal. Your minions add your Charisma modifier to damage they deal when you reach 6th level.

Dungeon Origins

1st-level Dungeonkeep feature

You choose what type of dungeon you came from. The type of dungeon you come from determines the types of minions you have, and what you and they can do. Your dungeon options are: Your choice grants you features at 1st level and again at 5th, 10th, and 15th.

Labyrinth Senses

2nd-level Dungeonkeep feature

You're time spent as a dungeon dweller has honed your sense of strategy and allows you insight into the minds of your foes. You can add your Charisma modifier to Insight and Perception checks made against any creatures who share a creature type with a minion you currently control.

Dungeon Relic

3rd-level Dungeonkeep feature

Each dungeonkeep as time goes on becomes more in tune with their minions and what they can do to be efficient on the battlefield. These relics are symbols of a dungeonkeeps power and authority. Your chosen relic has one use and regains all expended uses whenever you finish a short or long rest. You gain additional uses of your chosen relic starting at 6th and at 11th and 17th. Choose one of the following relics:

Monstrous Heart. You gain a mummified heart of some great beast. Whenever a minion under your control takes damage, you can as a reaction expend a hit die and cause the minion to regain hit points equal to the number rolled on the die. Once you use this relic, you cannot do so again until you finish a short or long rest.

Mystic Keystone. You gain a stone carved in arcane runes. You can cast Detect Magic without expending a spell slot.

Eye of the Beholder. You gain a preserved eye from a dead beholder. You learn and can cast Eldritch Blast using the eye as your focus. Additionally, you only gain additional beams of Eldritch Blast at the levels you gain additional relic uses.

Alchemists Jewel. You gain an alchemy gem and you can use it to as an action, create a potion of healing, a potion of poison, or a potion of resistance. If the summoned potion is not consumed within an hour it becomes ineffective.

Amulet of Vision. You gain an amulet with a eye shaped jewel dangling from it. You can expend a use of your relic and cast Darkvision without expending a spell slot.

If you lose your relic you can perform a 1-hour ceremony that conjures your relic back into your possession.

Ability Score Increase

4th-level Dungeonkeep feature

At 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Dungeon Crawl

8th-level Dungeonkeep feature

You can add your Charisma modifier to checks made to navigate dungeons or other similar areas and you ignore difficult terrain caused by traps.

Stronghold Keeper

14th-level Dungeonkeep feature

You're time in the dungeon you came from has taught you the art of defense. You can cast Shield a number of times equal to your Charisma modifier per long rest without expending a spell slot.

Dungeon Boss

20th-level Dungeonkeep feature

You can construct a dungeon themed around the dungeon origin you chose. You can spend 1 month and 100,000 gold pieces to create a dungeon within a 500 by 500 foot cube of your creation at a location of your choosing that you have access to.

Work with your DM as to the layout, loot, traps, name, etc of the dungeon. Once you create a dungeon using this feature you cannot do so again for 7 years. Additionally, you cannot be surprised while inside your dungeon.

Dungeon Origins

Dungeonkeeps are people who were once dungeon dwellers and for on reason or another left their dungeon. What type of dungeon they were from determines the type of minions they have their beck and call.

Ancient Dungeon

You hail from a sprawling dungeon that was built long ago. The type of dungeon that people think of when they think of a dungeon. Dungeonkeeps that come from ancient dungeons are adept at making traps.

Ancient Dungeon Minions List

1st-level Ancient Dungeon feature

The Ancient Dungeon lets you choose from the following list of minions when you gain a new minion. At 1st level, choose one of the minions available at your level from this list when you choose this subclass.

Dungeonkeep Level Minions
1st Skeleton, crawling claw
5th Cockatrice, darkmantle
9th Harpy, ghoul
12th Ettercap, mimic
15th Hook horror

Aura of Awareness

1st-level Ancient Dungeon feature

You exude an aura of awareness. You have a 5-foot radius centered on you and minions you control within this radius have advantage on saving throws made against the effects of traps. Additionally, you may add twice your Wisdom modifier when calculating your passive Perception score.

Dungeon Construction

5th-level Ancient Dungeon feature

You can as an action command your minions to construct a wall of stone or wood at a point of your choosing within 30 feet of you. The wall is 15 feet long, 5 feet tall, and 2 feet thick. The wall has 30 hit points and lasts for 10 minute before disintegrating.

Labyrinth Patrol

10th-level Ancient Dungeon feature

You can set your minions to guard camp in shifts. Whenever you are taking a short or long rest, you have advantage on checks made against being ambushed or surprised so long as you have a minion awake.

Rocks Fall

15th-level Ancient Dungeon feature

You can as an action, command your minions to throw rocks into the air. All creatures within 30 feet of a point of your choice that you can see must make a Dexterity saving throw (DC 8 + your Proficiency bonus + your Charisma modifier). On a failed save taking 4d10 bludgeoning damage, and half as much on a successful save. Once you use this feature you cannot do so again until you finish a short or long rest.

Blackstone Stronghold

A blackstone stronghold is created by alien minds from the far realms and are often the bases of their cults on the material plane. Dungeonkeeps that hail from these dungeons are mentally strong and were usually the head of any of the small cults that dwelt in the dungeon.

Blackstone Stronghold Minions List

1st-level Blackstone Stronghold feature

The Blackstone Stronghold lets you choose from the following list of minions when you gain a new minion. At 1st level, choose one of the minions available at your level from this list when you choose this subclass.

Dungeonkeep Level Minions
1st Cultist, grue
5th Choker, gazer
9th Berbalang, Gibbering Mouther
12th Nothic, Intellect Devourer
15th Spectator

Fervor and Worship

1st-level Blackstone Stronghold feature

You have a deep, religious connection with the dark god your dungeon worshipped. You gain a +3 to skill checks made to identify religious or occult symbols, and artifacts dealing with abberations.

Ritual Sacrifice

5th-level Blackstone Stronghold feature

Whenever you drop to 0 hit points you can choose to sacrifice one of your minions to drop to 1 hit point instead. You can only use this feature if you have at least one minion from your Dungeon Lord feature still alive.

Additionally, any remaining minions under your command gain a +1 to their next attack roll within the next minute as the act of sacrifice strengthens their worship and resolve.

Eldritch Awakening

10th-level Blackstone Stronghold feature

The minds of you and your minions awaken. You can communicate and command your minions using telepathy, this feature has a range of 120 feet.

Blackstone Teaching

15th-level Blackstone Stronghold feature

You learn esoteric knowledge that allows you to warp and distort reality to match your will. Whenever you or a minion fail an attack roll you can choose to succeed instead. Once you use this feature you cannot do so again until you finish a short or long rest.

Dragons Lair

A dragons lair is a sprawling network of tunnels, many of them large enough for the draconic master of the lair to fit through. Dungeonkeeps that call these dungeons their home have the power of dragons at their command.

Dragons Lair Minions List

1st-level Dragons Lair feature

The Dragons Lair lets you choose from the following list of minions when you gain a new minion. At 1st level, choose one of the minions available at your level from this list when you choose this subclass.

Dungeonkeep Level Minions
1st Pseudodragon, kobold
5th Winged kobold, brass dragon wyrmling
9th Copper dragon wyrmling, young faerie dragon
12th Kobold dragonshield, guard drake
15th blue dragon wyrmling

Draconic Resistance

1st-level Dragons Lair feature

Whenever you take damage that one of your minions has resistance to you can as a reaction gain resistance to that damage type until the start of your next turn.

Flight of the Dragon

5th-level Dragons Lair feature

You can expend a use of your Dungeon Relic and as a bonus action command your minions to move to any point of your choosing within range of their movement speed. This movement doesn't provoke attacks of opportunity. You can use this feature a number of times equal to your Proficiency bonus.

Draconic Resolve

10th-level Dragons Lair feature

You and your minions have the strength of mind that true dragons have. You and your minions are immune to being charmed and frightened.

Tyrant Wyrm

15th-level Dragons Lair feature

You have become a true tyrant dragon and guard your brood jealously. Whenever you or a minion you control makes an attack against a creature, you can choose to make the target make Wisdom saving throw. On a failed save they become frightened of you and your minions for 10 minutes. Once you use this feature you can't do so again until you finish a short or long rest. The DC for this feature is 8 + your Charisma modifier + your Proficiency bonus.

Hunters Domain

A hunters domain is a type of dungeon that is much like a wildlife preservation. A closed off area of wilderness home to beasts of all sorts. Dungeonkeeps that hail from these dungeons are excellent hunters, and often travel with packs of beasts in tow.

Hunters Domain Minions List

1st-level Hunters Domain feature

The Hunters Domain lets you choose from the following list of minions when you gain a new minion. At 1st level, choose one of the minions available at your level from this list when you choose this subclass.

Dungeonkeep Level Minions
1st Giant crab, boar
5th Elk, wolf
9th Black bear, crocodile
12th Dire wolf, cave bear
15th Owlbear

Steeled Resolve

1st-level Hunters Domain feature

You and your minions have advantage on saving throws made against being frightened. Additionally, whenever a minion you control becomes frightened they regain a number of hit points equal to your Charisma modifier.

Hunters Bite

5th-level Hunters Domain feature

As a bonus action, you stir your bestial minions into a frenzy. For the next minute, your minions deal an additional die of their attacks damage.

Pack Hunter

10th-level Hunters Domain feature

You're adept at working with your minions. You and your minions have advantage on attack rolls against a creature if at least you or another minion are within 5 feet of the creature and you or the minion aren't incapacitated.

Apex Predators

15th-level Hunters Domain feature

You and your minions have made your way to the top of the food chain together. As an action, you can command your minions to attack a single creature you can see within 60 feet. For the next minute, your minions gain an additional attack whenever they attack that creature. Once you use this feature you cannot do so again until you finish a long rest.

Grim Graveyard

There are dark places that the undead forces call home, you hail from such a place. A vast graveyard containing a sprawling crypt filled with terrible undead creatures. Often dungeonkeeps from such a dungeon are aspiring necromancers or are akin to undead themselves.

Grim Graveyard Minions List

1st-level Grim Graveyard feature

The Grim Graveyard lets you choose from the following list of minions when you gain a new minion. At 1st level, choose one of the minions available at your level from this list when you choose this subclass.

Dungeonkeep Level Minions
1st Skeleton, zombie
5th Warhorse skeleton, shadow
9th Ghoul, specter
12th Ghast, ogre zombie
15th Wight

Resist Death

1st-level Grim Graveyard feature

Your mastery over your undead minions has granted you a shard of necromantic power. Whenever you or a minion you control would be reduced to 0 hit points, you can as a reaction cause them or yourself to drop to 1 hit point instead and gain temporary hit points equal to your Dungeonkeep level. Once you use this feature, you cannot do so again until you finish a short or long rest.

Deaths Edge

5th-level Grim Graveyard feature

Your minions are imbued with a necrotic touch. Whenever a minion you control makes a melee weapon attack, they deal an additional 1d4 necrotic damage. At 12th level, they deal an additional 1d6 necrotic damage instead.

Unholy Ward

10th-level Grim Graveyard feature

You've instilled your minions with a bulwark of strength against holy magic. Your minions are immune to effects that would turn undead, and gain resistance to radiant damage if they do not have vulnerability to it.

Gravelord

15th-level Grim Graveyard feature

You have truly embraced the fell powers of necromancy and command them as such. You can cast animate dead or speak with dead without expending a spell slot once per long rest.

Imperial Dungeon

An imperial dungeon is a sprawling mass of tunnels and chambers that lies beneath a castle, palace, or keep. These tunnels are often used by guards and nobles to traverse underground without being seen. Dungeonkeep from an imperial dungeon are usually of noble descent or were once the captain of the guard.

Imperial Dungeon Minions List

1st-level Imperial Dungeon feature

The Imperial Dungeon lets you choose from the following list of minions when you gain a new minion. At 1st level, choose one of the minions available at your level from this list when you choose this subclass.

Dungeonkeep Level Minions
1st Guard, noble
5th Acolyte, apprentice wizard
9th Kenku, tortle
12th Orc, scout
15th Knight

Rally Cry

1st-level Imperial Dungeon feature

Your presence on the battlefield inspires those around you. As a bonus action, you can let loose a rally cry or give a small speech. You and minions under you command are immune to being frightened for 1 minute and gain temporary hit points equal to your Dungeonkeep level. You can use this feature a number of times equal to your Proficiency bonus per long rest.

Royal Smite

5th-level Imperial Dungeon feature

The divine power of your royal blood through you and by extension your minions. Whenever you or a minion you command succeeds on an attack roll, you can once per turn choose for the attack to deal an additional 1d6 radiant damage.

Rewarding the Loyal

10th-level Imperial Dungeon feature

Your minions are loyal to you and you alone, granting them immunity to the charmed condition. Additionally, you can touch a minion and restore a number of hit points to them equal to your Dungeonkeep level. Once you use this feature, you cannot do so again until you finish a short or long rest.

Crown of Power

15th-level Imperial Dungeon feature

The power you and your minions wield is irrefutable. Whenever you or a minion succeeds on a weapon attack you can choose for the target to make a Constitution saving throw. On a failed save taking an additional 6d6 radiant damage, and half as much on a successful save. Once you use this feature, you cannot do so again until you finish a long rest.

Oozing Caverns

You come from an underground system of caves home to many types of oozes. This cave was formed naturally yet made for a decent enough dungeon, mainly due to the denizens being both trap and monster. Dungeonkeeps of this sort are excellent at crowd control and attacking with purpose.

Oozing Caverns Minions List

1st-level Oozing Caverns feature

The Oozing Caverns lets you choose from the following list of minions when you gain a new minion. At 1st level, choose one of the minions available at your level from this list when you choose this subclass.

Dungeonkeep Level Minions
1st Oblex spawn, mud mephit
5th Gray ooze, magma mephit
9th Magmin
12th Gelatinous cube ochre jelly
15th Slithering tracker

Invoke Ooze

1st-level Oozing Caverns feature

Your attacks are imbued with ooze. Whenever you or a minion deal damage with a weapon, unarmed attack, or spell, you can choose to swap the damage type with acid damage. Whenever you do so, you can once per turn choose for the attack to deal an additional 1d6 acid damage.

Oozing Alchemy

5th-level Oozing Caverns feature

You can spend a use of your relic and spend 10 minutes creating a slime potion. When consumed, the slime potion grants 2d6 temporary hit points and resistance to acid damage. If the summoned potion is not consumed within 24 hours it becomes ineffective. You can create a number of slime potions equal to your Charisma modifier per long rest.

Oozing Ward

10th-level Oozing Caverns feature

You can as a bonus action, choose to create a ward of ooze around yourself or minion you control which grants a number of temporary hit points equal to your Dungeonkeep level. You can use this feature a number of times equal to your Proficiency bonus per long rest.

Body of Slime

15th-level Oozing Caverns feature

Whenever you are within 5 feet of one of your ooze minions you can command it to envelop you as an action. While enveloped, you can breath normally, and don't suffer any ill effects, additionally any attacks that target you instead target the ooze that is enveloping you. You stay enveloped until the ooze dies, you exit as a bonus action, or after 10 minutes. While enveloped you can still attack but you have disadvantage and you cannot give commands except to the ooze enveloping you. Once you use this feature, you cannot do so again until you finish a long rest.

Overgrown Wilderness

An overgrown wilderness is a dungeon that is composed of dense plant life that weaves together forming natural walls that shift and change. Dungeonkeeps that call these dungeons their home can control and communicate with plants and fungi with ease using them as minions.

Overgrown Wilderness Minions List

1st-level Overgrown Wilderness feature

The Overgrown Wilderness lets you choose from the following list of minions when you gain a new minion. At 1st level, choose one of the minions available at your level from this list when you choose this subclass.

Dungeonkeep Level Minions
1st Twig blight, vegepygmy
5th Needle blight, vine blight
9th Myconid adult, awakened tree
12th Myconid sovereign, vegepygmy chief
15th Green dragon wyrmling

Blessing of the Vines

1st-level Overgrown Wilderness feature

You have advantage on saving throws made against being grappled or restrained. Additonally as an action, you can command vines to erupt from the ground around a target that you can see within 30 feet of you. The target has disadvantage on the first attack roll or skill check they make until the start of your next turn as the vines distract them and obstruct them.

Call of the Wilds

5th-level Overgrown Wilderness feature

Nature heeds your command. You can as an action, cause vines to erupt from the ground in a 15 foot radius centered on you. These vines are considered difficult terrain, last for 1 minute, and deal 1d4 poison at the start of each round to all creatures of your choice within the radius. You and creatures of your choice ignore the effects of the vines. You can use this feature a number of times equal to your Charisma modifier per long rest and can only have one instance of this feature active a time.

Wildblood

10th-level Overgrown Wilderness feature

The blood of nature courses through the veins of you and your minions. You and your minions gain resistance to poison damage and advantage on saving throws made against being poisoned.

Overgrowth

15th-level Overgrown Wilderness feature

Whenever you use Call of the Wilds you can choose to increase the radius to 60 feet and the damage from 1d4 to 3d6. Once you do so, you cannot do so again until you finish a long rest.

Infernal Keep

An infernal keep is a hellish creation usually found somewhere within the Nine Hells. Built from dark iron and carved with accursed sigils, an infernal keep is a bastion of every kind of devilry. A dungeonkeep that hails from this type of dungeon calls host to all manner of lesser devils.

Infernal Keep Minions List

1st-level Infernal Keep feature

The Infernal Keep lets you choose from the following list of minions when you gain a new minion. At 1st level, choose one of the minions available at your level from this list when you choose this subclass.

Dungeonkeep Level Minions
1st Manes, dretch
5th Imp, zombie
9th Quasit
12th Spined devil
15th Bearded devil

Devilish Overseer

1st-level Infernal Keep feature

You are a harsh master and command your minions with an iron fist. You can as an action, on your turn berate one of your minions and command them to immediately make an attack against a creature within range as a reaction. Once you use this feature, you cannot do so again until you finish a short or long rest.

Collecting Debt

5th-level Infernal Keep feature

Your minions are in debt to you and you can call upon a small sum of payment from them. As an action, you can restore hit points to yourself up to a maximum of twice your level. Whenever you do so one of your minions of your choice takes necrotic damage equal to the amount healed, this damage cannot be reduced or negated by any means. You can use this feature so long as you have one living minion.

Hellish Bastion

10th-level Infernal Keep feature

The hellish influence you have over your minions is great. Whenever you're within 5 feet of a minion, you gain resistance fire damage to while you're within 5 feet of the minion.

Infernal Legion

15th-level Infernal Keep feature

You are a true lord of the armies that hell has to offer. As an action, you may attempt to entreat the forces of hell and make a DC 17 Persuasion check. On a success you summon forth three additional minions that appear into unoccupied spaces of your choice within 60 feet of you that you can see. Minions summoned through this feature disappear after 10 minutes. Whether or not you succeed on the Persuasion check, you cannot use this feature again until you finish a long rest.

Maddening Asylum

A maddening asylum is a complex network of hallways and rooms that all seem the same. Built for the purpose of housing some of the most vile and mad criminals of the realm and subjecting them to the terrors within their own minds. A dungeonkeep that hails from this type of dungeon calls host to all manner of maddened humanoids.

Maddening Asylum Minions List

1st-level Maddening Asylum feature

The Maddening Asylum lets you choose from the following list of minions when you gain a new minion. At 1st level, choose one of the minions available at your level from this list when you choose this subclass.

Dungeonkeep Level Minions
1st Bandit, guard
5th Drow, kuo-toa
9th Hobgoblin, orc
12th Thug, duergar
15th Berserker

Inflict Madness

1st-level Maddening Asylum feature

Your time spent within the horrifying halls of the asylum grant you power over madness itself. You can as an action choose a creature within 30 feet of you or one of your minions that you can see. The target must make a Wisdom saving throw (DC 8 + your Proficiency bonus + your Charisma modifier) becoming frightened of you and your minions for 1 minute as they view you and your minions as their greatest fears. Once you use this feature you cannot do so again until you finish a short or long rest.

Excruciating Visions

5th-level Maddening Asylum feature

Those lost to the visions of madness you inflict slowly breakdown into true madness. Whenever you have a creature under the effects of your Inflict Madness feature, you can as a reaction at the start of each of their turns cause them to take 1d4 psychic damage as their psyche slightly breaks.

Nonsensical Mind

10th-level Maddening Asylum feature

The minds of you and your minions are so broken that those who try to peer within find that they cannot. You and your minions are immune to having your minds read.

Manic Laughter

15th-level Maddening Asylum feature

You can as an action erupt into a fit of deranged laughter until the start of your next turn. For the duration, minions you control deal an additional 1d6 psychic damage on their attacks. Additionally, whenever your laughter ends creatures of your choice within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, being inflicted with a form of short term madness. Once you use this feature you cannot do so again until you finish a long rest.

Class:

Merchant

A young farmhand buys the deed to his first plot of land. He set about the next day in preparing the land for farm use and seeking out potential renters of the property who seek to work the land.

A gnome woman wearing a suit of armor stands on a street corner in front of a crowd. Her assistant a goliath swings his warhammer down upon her but it glances off leaving the armor intact. Later she gives her assistant his share of gold but berates him for being too obvious about purposefully missing.

A kenku sits behind the counter of their shop when the front door bursts open. A pair of adventurers carrying their wounded companion pass the kenku a small bag of gold and soon the kenku sets about healing the wounded adventurer.

All three of these people are merchants. Trying to haggle the hard earned money out of their pockets. Armed only with their wit and their silver tongues, they can talk themselves out of nearly any situation.

Pursuit of Riches

Many of the merchants that people in the world meet are only after one thing: gold! They take up this line of work to get super rich and maybe have an adventure along the way. Selling wares and picking up more valuable items along the way. Often going on to fund adventuring parties whenever they retire.

Even when not selling or buying wares, they often prefer to talk their way out of most situations where others would turn to violence. Resulting in them being seen as lackluster at combat situations. However do not underestimate them, they're are exceptionally good with speech and can back up what they say with money.

Company Founders

Many merchants whenever they retire decide to put their hoard of gold towards founding adventuring companies and the whatnot. Or loaning out their riches to aspiring adventurers seeking to start their journeys. Things aren't cheap and as such you will often find a merchant funding the exploits of various guilds and adventurers.

Merchant
Level Proficiency Bonus Features Discount
1st +2 Expertise, Merchant's Discount, Dimensional Shop 15
2nd +2 Skilled Action 30
3rd +2 Market Specialization Feature 45
4th +2 Ability Score Increase 60
5th +3 Extra Attack 75
6th +3 90
7th +3 Merchant's Intuition 105
8th +3 Ability Score Increase 120
9th +4 135
10th +4 Ability Score Increase 150
11th +4 Talented 165
12th +4 Ability Score Increase 180
13th +5 Market Specialization Feature 195
14th +5 Tagged Merchandise 210
15th +5 Market Specialization Feature 225
16th +5 Ability Score Increase 240
17th +6 255
18th +6 Mercantile Eye 270
19th +6 Ability Score Increase 285
20th +6 Skilled Charlatan 300

Creating a Merchant

As you create your merchant, think about how they entered this line of work. What caused them to do so? Being a merchant isn't always glamorous work, so why are they a merchant?

Quick Build

You can make a merchant quickly by following these suggestions. First, Charisma should be your highest ability score. Make Dexterity your next highest if you want to excel at not getting hit or Constitution for survivability. Second, choose the charlatan background.

Class Features

As a Merchant, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Merchant level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Merchant level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: One artisan's tools or gaming set of your choice, vehicles (land)

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, and Sleight of Hand.

Equipment

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

  • A dagger or a simple weapon of your choice
  • A set of artisans tools or a gaming set your are proficient with
  • Leather armor

Expertise

At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies.

At 6th level, you can choose two more of your skill proficiencies to gain this benefit.

Merchant's Discount

Beginning at 1st level, your time as a merchant has honed your tongue to a silver edge allowing you get better deals. Whenever you purchase or sell an item you may expend a number of discount points and add it to the amount you'd receive if you're selling or subtract it from the amount you'd have to pay if you're buying.

The amount in this pool increases as you gain levels in this class, as shown in the Discount column of the Merchant table.

Any expended discount points are regained whenever you finish a long rest. Additionally, any leftover or extra discount points remaining whenever you take a long rest are replaced by the new discount points.

Dimensional Shop

Additionally at 1st level, you gain access to a pocket dimension that serves as your shops inventory only you can access. You can access it whenever a creature buys something from you or when you go to put something into your shops inventory, and whenever you do so an opening that is large enough for the item to pass through opens for you. The pocket dimension can hold a number of pounds equal to 100 times your Charisma modifier and has a volume of 150 cubic feet.

Your dimensional shop comes stocked with basic items, and is where the money for your Merchant's Discount is kept. The items stocked in the space can only be accessed if the shop is given gold equal to the item's value. This gold is added to your current total for Merchant's Discount.

You cannot buy any items in your shops inventory. The base items stocked in your shop are determined by your Merchant Archetype. A base item stocked in your shop can be purchased a number of times equal to your Charisma modifier. Your shop restocks base items whenever you finish a long rest while in a city, town, or village.

Whenever you put an item into your dimensional shop you can choose for it to be added to your shops inventory. However whenever you do so, you can no longer access that item. Items put into your dimensional shop in this way don't restock like stocked items in your shop and can only be sold as many times as the amount you put in the shop.

Skilled Action

Starting at 2nd level, you've honed your expertise in a variety of skills. You can take a bonus action on each of your turns to make a skill check with a skill you have expertise in.

Market Specialization

At 3rd level, you choose a market that you specialize in: Apothecary, Armorer, Arms Dealer, Landlord, and Shipwright all detailed at the end of the class description. Your market specialization grants you features at 1st level and then again at 7th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Currency Exchange

Beginning at 7th level, you are able to exchange the points in your Dimensional Shop for actual currency. You can spend one minute exchanging currency from your shop into actual currency, for every 2 discount points you spend you gain one gold piece. You can exchange a maximum of 100 discount points for gold using this feature per long rest.

Talented

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, and you roll a 9 or lower you can spend 5 discount points and gain a +5 bonus to the roll.

Mercantile Eye

Beginning at 18th level, you know every trick in the book when it comes to using ones words, so none may get the better of you. No Charisma roll has advantage against you while you aren't incapacitated or charmed.

Skilled Charlatan

At 20th level, you know just the right words to say or just the right tool to use. If you fail a skill check with a skill you have expertise with or a skill that goes off of Charisma, you can turn that failure into a success.

Once you use this feature, you can't use it again until you finish a short or long rest.

Market Specializations

Merchants each have a specific market that they specialize in. Whether they buy and sell buildings and land, providing guards, soldiers, or heroes with weapons or armor, and some even provide potions to help those on their journey.

Apothecary

You specialize in the buying, selling, and creation of potions. The potion market is absolutely essential and is one of the safest markets to enter as many are often in need of a potion of healing or a deadly poison.

Shop's Inventory

This table determines the items that are stocked in your dimensional shop and their cost. You cannot sell an item of a level higher than your Merchant level.

Stock Cost Level
Potion of Climbing 50gp 3rd
Potion of Healing 75gp 3rd
Potion of Poison 150gp 5th
Potion of Waterbreathing 130gp 5th
Potion of Fire Giant Strength 220gp 9th
Potion of Superior Healing 400gp 12th
Oil of Sharpness 500gp 16th

Alchemical Discount

3rd-level Apothecary feature

Each discount point you spend to gain a discount on potions and herbs counts as two points for no additional cost. Additionally, you gain proficiency with Alchemist's Supplies.

Stock Up

3rd-level Apothecary feature

Whenever you take a short rest you can spend 10 minutes brewing a potion in your current stock. You must spend a number of discount points equal to 10 times the level the item appears stocked on your shop. For example you can brew a Potion of Climbing costing 30 discount points.

Herbal Expert

7th-level Apothecary feature

Your time spent in the business of herbs and alchemy has taught you how to identify different types of herbs. You have advantage on checks made to discern the type, effects, and what environment an herb originates from.

Master Alchemist

15th-level Apothecary feature

Whenever you create a potion with your Stock Up feature you can choose to create two additional potion for no extra cost. You can use this feature once per long rest.

Armorer

You specialize in the buying, selling, and enhancement of armor. Armor is a necessity amongst many warriors whether they be soldiers or heroes. As such there are many a merchant who seek the armorer trade as they can often get contracts with local militia.

Shop's Inventory

This table determines the items that are stocked in your dimensional shop and their cost. You cannot sell an item of a level higher than your Merchant level.

Stock Cost Level
Armor of Gleaming 50gp + the armor sets base cost 3rd
Mithral Armor 100gp + the armor sets base cost 3rd
+1 Shield 300gp 5th
Mariners Armor 200gp + the armor sets base cost 5th
Armor of Resistance 300gp + the armor sets base cost 9th
+2 Armor 500gp + the armor sets base cost 12th
Spellguard Shield 500gp 16th

Defensive Discount

3rd-level Armorer feature

Each discount point you spend to gain a discount on armor or shields counts as two points for no additional cost. Additionally, you gain proficiency with medium armor.

Tempered Steel

3rd-level Armorer feature

Even the most novice of smiths know how to temper and improve already forged gear. Whenever you take a short or long rest, you can choose to spend 10 minutes and 40 discount points working on armor or a shield. The wielder of the armor or shield gains temporary hit points equal to your Merchant level for 1 hour. You can only grant two items this benefit at a time.

Armored Warranty

7th-level Armorer feature

You provide a guarantee of safety to each of your customers and the experience of that new armor feel. Whenever you sell an armor set or shield from your dimensional shop that armor set or shield grants a +1 bonus to AC for 3 hours after it was first purchased.

Ringing of Metal

15th-level Armorer feature

The armor and shields you've touched echo out to you with each blow they defend against. Whenever a creature is dealt damage while wearing armor under the effect of Tempered Steel within 30 feet of you, you gain temporary hit points equal to your Charisma modifier + your Merchant level. These temporary hit points last for 1 minute. You can only gain this benefit once per combat.

Arms Dealer

You specialize in the buying and selling of weapons. Those in this market know that sooner or later most will come seeking out the most versatile tool: a weapon. You can often find a merchant of this sort in the service of thieves guilds or mercenary guild as weapons are often more restricted in their sale.

Shop's Inventory

This table determines the items that are stocked in your dimensional shop and their cost. You cannot sell an item of a level higher than your current Merchant level.

Stock Cost Level
+1 Ammunition 50gp 3rd
Javelin of Lightning 300gp 3rd
+1 Weapon 100gp + the weapons base cost 5th
Dagger of Venom 200gp 5th
Flametongue 300gp + the weapons base cost 9th
Vicious Weapon 300gp + the weapons base cost 12th
Arrow of Slaying 300gp 16th

Weaponry Discount

3rd-level Arms Dealer feature

Each discount point you spend to gain a discount on buying weapons or ammunition counts as two points for no additional cost.

Tools of the Trade

3rd-level Arms Dealer feature

As a seller of weapons you have over time picked up a few techniques here and there. You gain proficiency with simple weapons, and you can choose use your Charisma score instead of your Strength score whenever you make a melee weapon attack with a weapon your proficient in.

Heated Steel

7th-level Arms Dealer feature

Even the most novice of smiths know how to temper and improve already forged weapons. Whenever you take a short or long rest, you can choose to spend 10 minutes and 40 discount points working on a weapon. The wielder of the weapon can add your Charisma modifier to the damage roll of the first attack they make on each of their turns for 1 hour. You can only grant two items this benefit at a time.

Trust in Gold

15th-level Arms Dealer feature

Your time spent in the weapons market has taught you an important lesson, gold in the hand is better than a knife in the back. Whenever a creature makes an attack roll against you, you can spend 10 discount points and grant them disadvantage on the roll. The creature gain 10 gold pieces. You can use this feature a number of times equal to your Charisma modifier per long rest.

Landlord

You specialize in the buying and selling of land and property. This market is not the easiest to get into but can yield great fortune for those who can make it in the market.

Shop's Inventory

This table determines the items that are stocked in your dimensional shop and their cost. You cannot sell an item of a level higher than your current Merchant level.

Stock Cost Level
Book 25gp 3rd
Boots of False Tracks 100gp 3rd
Boots of Elvenkind 200gp 5th
Boots of the Winterlands 230gp 5th
Winged Boots 300gp 9th
Boots of Levitation 360gp 12th
Boots of Speed 410gp 16th

Real Estate Discount

3rd-level Landlord feature

Each discount point you spend to gain a discount on buying land or a building counts as two points for no additional cost. Additionally, you gain proficiency with cartographer's tools.

Land Rental

3rd-level Landlord feature

You are able to temporarily claim a portion of land by expending 10 discount points for each 5 foot space within the area up to a maximum of a 30 foot square. This land stays claimed for 1 minute. For the duration, each creature within range of your choice at the start of each of their turns must take a -3 penalty to their first attack roll that turn or lose 5 hit points.

Once you use this feature you cannot do so again until you finish a short or long rest.

Property Survey

7th-level Landlord feature

You have gained an eye for determining a good parcel of land to buy. You can spend 10 minutes surveying a section of land up to 100 feet in diameter. After you finish surveying the land you learn the exact cost of the land, what type of creatures live on the land, and common weather patterns for the area. You can use this feature a number of times equal to your Charisma modifier per long rest.

Mapping the Area

15th-level Landlord feature

Whenever you use your Property Survey feature you can choose to spend three hours and 100 discount points creating a map of the area up to 1 square mile. This map is a detailed depiction of the area and shows where creatures in the area are on it using small and simple depictions of each creature as long as the creature is not invisible. You can only have one of these maps made at a time. If you use this feature to make a new map the previous one turns to ash. Once you use this feature you cannot do so again until you finish a long rest.

Investor

You specialize in prediction of success amongst other markets. Those who partake in this activity are masters of chance and prediction. Seeking their fortune in one of the most high risk, high reward markets.

Shop's Inventory

This table determines the items that are stocked in your dimensional shop and their cost. You cannot sell an item of a level higher than your current Merchant level.

Stock Cost Level
Wand of Conduction 30gp 3rd
Wand of Magic Detection 300gp 3rd
Wand of Magic Missiles 400gp 5th
+1 Wand of the War Mage 430gp 5th
Wand of Binding 480gp 9th
Wand of Fireballs 650gp 12th
+2 Wand of the War Mage 530gp 16th

Investors Discount

3rd-level Investor Feature

Each discount point you spend to gain a discount on buying wares from a business you've invested in counts as two points for no additional cost.

Investment

3rd-level Investor feature

You have learned the tools necessary to invest your fortune. Whenever you take a long rest in a town, city, or village you can choose spend a number of discount points equal to your Merchant level times 3 and invest them in a local business. These points remain invested until the start of your next long rest, at which point your DM rolls a d4 and you receive a payout based on the result.

d4 Payout
1 You receive a quarter of what you invested.
2 You receive half of what you invested.
3 You receive 1.5 times of what you invested.
4 You receive twice of what you invested.

You can only invest in one business at a time with this feature.

Diverse Portfolio

7th-level Investor feature

You have learned that in order to not fails in the market you must not put all your eggs in one basket. You can invest in a number of businesses equal to your Charisma modifier with your Investment feature.

Wall Street

15th-level Investor feature

You can influence the investment market with ease. Whenever your DM rolls on the payout table from your Investment feature they add +1 to the roll to a maximum of 4.

Shipwright

You specialize in the the buying and selling of waterborne vehicles. Shipwright are often found along coastal settlements overseeing the construction of new ships and the management of their fleets. The market you partake in only rewards those who take their time and ensure the quality of their products.

Shop's Inventory

This table determines the items that are stocked in your dimensional shop and their cost. You cannot sell an item of a level higher than your current Merchant level.

Stock Cost Level
Rowboat 50gp 3rd
Ring of Swimming 100gp 3rd
Trident of Fish Command 350gp + the weapons base cost 5th
Folding Boat 440gp 5th
Censer of Controlling Water Elementals 480gp 9th
Keelboat 3,000gp 12th
Sailing Ship 10,000gp 16th

Sailor's Discount

3rd-level Shipwright feature

Each discount point you spend to gain a discount on buying waterborne vehicles counts as two points for no additional cost. Additionally, you gain proficiency with waterborne vehicles.

Shipyard

3rd-level Shipwright feature

Your dimensional shop expands in size and adapts to better store your stock. The weight of ships stored within your dimensional ship don't count against the amount of weight it can hold. Additionally, whenever you retrieve a ship from your dimensional shop you can choose for it to appear in an unoccupied body of water within 100 feet of you that can contain the ship.

Seaborne Negotiator

7th-level Shipwright feature

Your silvertongue serves you well out at sea, whether that be bartering with passing ships or negotiating with pirates. Whenever you make a Charisma check while on a ship you can expend 10 discount points to gain advantage on the roll. You can use this feature a number of times equal to your Charisma modifier per long rest.

Captain the Ship

15th-level Shipwright feature

You've learned the ins and out of sailing and have truly mastered the art. Whenever you captain a ship you can choose to expend a number of discount points up to 4 times your Merchant level. The ship gains a number of temporary hit points equal to twice that amount for 3 days. You can only have one ship under the benefit of this feature at a time.

Class:

Rook

A goliath shifts their weight, feeling the stone beneath them shift. They draw upon this connection and conjure forth panels of stone that extend up the side of the mountain allowing them safe passage across the gap in the mountain path.

A hobgoblin travels to the elemental plane of earth to study the techniques of a rook directly from the original masters. A few months later, they have mastered the secrets of the rook and engage in their final test before being honored with the title of master. They erect a fortress of stone which must stand against a full day of siege from his earthen masters.

A dwarf from one of the northern provinces prepares the snow covered field he stands in to defend against a raiding party that was predicted to pass through the area. As he prepares, he is accosted by scouts sent ahead by the raiders. He quickly recovers, and summons forth the foundations of ice to trap his attackers.

Whatever their origin and cause, a rook stands stalwart in their defense of their kingdoms and their allies. Whether they learned this art from the original elemental masters of this art, they developed it serving it as a soldier for their kingdom, or calling forth this ancient technique in a dire time of need in self defense, a rook stands for the ideals of defense.

Elemental Origin

The first rooks were the earth elementals, they came to the material plane many years ago in the early age of mortals. They chose to spread the techniques of the rooks to a small kingdom of early mortals that had earned their favor. They taught them how to raise the first walls from the earth beneath and eventually taught them how to from these walls from their own will. Ever since then the art of the rook has been dispersed across the land. Those that take to being a rook, feel this connection to the elemental planes.

Defenders of the Kingdom

Rooks seek to defend themselves and their kingdom, often enlisting in their kingdoms military or into a local militia. Any army that calls host to even one rook is a force to be reckoned with, as their ability to summon forth fortifications on a whim. They can potentially turn the tide of a battle by doing so, as such many rooks are tactically trained.

Rook
Level Proficiency Bonus Features Wall Panels
1st +2 Arcane Fortification, Ornate Walls, Defensive Technique 2
2nd +2 Reactionary Barrier 2
3rd +2 Rook Foundation 3
4th +2 Ability Score Increase 3
5th +3 Defensive Dash 3
6th +3 Eldritch Walls 4
7th +3 Rook Foundation feature 4
8th +3 Ability Score Increase 4
9th +4 Castle Architect 5
10th +4 Reactionary Barrier Advancement 5
11th +4 Rook Foundation feature 5
12th +4 Ability Score Increase 5
13th +5 Defensive Mastery 6
14th +5 Fortify 6
15th +5 Ability Score Increase, Rook Foundation feature 6
16th +5 Mobile Fortification 6
17th +6 Passthrough 7
18th +6 Self Reinforcement 7
19th +6 Ability Score Increase 7
20th +6 Master of the Battlefield 7

Creating a Rook

When making a rook, you must answer why they chose this path in life. Did they take up this art while in the military? Did they study under a master rook from one of the elemental planes? Or did they develop this skill in a life or death situation?

Do they use this power to defend those who cannot defend themselves? Or do the simply apply their skill as a mercenary for hire?

Quick Build

You can make a rook quickly by following these suggestions. First, make Constitution your highest score. Your next highest score should be Strength. Second, choose the Acolyte or Soldier background.

Class Features

As a Rook, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Rook level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Rook level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Cartographer's Tools, navigator's tools

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Perception, History, Nature, or Survival.

Equipment

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

  • (a) a shortsword or (b) any martial weapon
  • (a) a dungeoneers pack or (b) an explorers pack
  • Hide armor, any simple weapon, and a shield

Arcane Fortification

1st-level Rook feature

Your study of defensive battle tactics has yielded to you the ability to conjure forth arcane panels of defensive energy. As a bonus action, you summon forth an upright panel of arcane force into an unoccupied space that you can see within 60 feet of you. The panel is 3-inches thick, 5-feet tall, and 5-feet long. A panel has an armor class equal to 10 + your Constitution modifier and has a number of hit points equal to your Rook level + your Proficiency bonus + your Constitution modifier.

A panel is solid and creatures, objects, projectiles, or attacks of your choice cannot pass through it and instead target it. You can choose if the panel is semitransparent or opaque when you summon it. A panel provides full cover when applicable and can only be under the effect of one alteration from a rook feature at a time.

Whenever you summon a panel of arcane force it lasts for a number of minutes equal to 10 times your Constitution modifier (minimum of 10 minutes), until it reduced to 0 hit points, or until you dismiss the panel as a bonus action on your turn.

You can have a number of panels equal to the number shown on the Wall Panels column of the Rook table summoned at a time. Sometimes your Rook features call for a saving throw, the DC of which is calculated below.

Panel Save DC = 8 + your proficiency bonus + your Constitution modifier

Ornate Walls

1st-level Rook feature

Whenever you conjure forth a panel of arcane defense you can choose to alter it in one of the following ways:

  • The panel has handholds and footholds half an inch deep on one side of the panel of your choice which allow creatures to climb it.
  • The panel has holes in it that are 3 inches wide.
  • The panel looks like its made out of a material of your choice.
  • The panel has a ledge along the top of it that extends out 4 inches that allows creatures to stand on the top of the panel.

Defensive Technique

1st-level Rook feature

The armor you wear has become almost a second skin to you and allows you to better utilize it. Whenever you take a long rest, you can choose one of the following options, losing the benefits of a previously chosen option.

Light Armor. While wearing light armor, your movement speed increases by 10 feet.

Medium Armor. While wearing medium armor, you don't suffer any penalty to Stealth checks while wearing it.

Heavy Armor. While wearing heavy armor, you reduce bludgeoning, piercing, and slashing damage you take by 3.

Reactionary Barrier

2nd-level Rook feature

You've learned how to quickly draw upon your defensive power to protect yourself from attacks. Whenever a creature makes an attack roll against you, you can as a reaction magically gain a +2 bonus to your armor class against that attack potentially causing it to miss. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per short or long rest.

Whenever you reach 10th level, you can use this feature whenever a creature makes an attack roll against an ally within 10 feet of you and grant your ally the armor class bonus instead for that attack.

Rook Foundation

3rd-level Rook feature

You begin your path towards building upon the foundations of those that have came before. Now you choose the a rook foundation detailed at the end of the class description or one from another source.

Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 15th, 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Defensive Dash

5th-level Rook feature

Your expertise in summoning arcane defenses allows you to summon small panels of force upon your heels propelling you forward. Your movement speed increases by 10 feet and you can take the Dash action as a bonus action. Whenever you take the Dash action as a bonus action, you can make a melee weapon attack against a creature within 5 feet of where you stop moving as a a reaction.

Eldritch Walls

6th-level Rook feature

As a rook you draw your defensive power and knowledge from a variety of sources, even the arcane. You learn the Wall of Sand, Wall of Water, and Windwall spells and can cast each spell once. You regain all expended uses whenever you finish a long rest.

Castle Architect

9th-level Rook feature

You gain greater control over the forms the magical defenses you conjure take. Whenever you create a panel you can choose for it take one of the following forms instead of its normal shape:

  • Bridge. You create a long flat panel up to 50-feet long and 10-feet wide that extends between two horizontal points of your choice.
  • Tower. You create a tower is 15-feet in diameter, 25-feet tall, and solid all the way through. The tower can be formed beneath a willing creature which raises it to the top of the tower. When the tower is dismissed or destroyed, it lowers a creature down from it gently.
  • Stairs. You create a set of stairs that extend up to 30-feet tall and 5-feet wide between two points, one of the points must be at least 15 feet higher than the first point.

Whenever you create one of the following panel forms it has the same hit points and armor class of a normal panel and must be able to fit into the space it is summoned into. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per long rest.

Defensive Mastery

13th-level Rook feature

You've become a master of your armor. A Defensive Technique option you've currently chosen improves in one of the following ways.

Light Armor. While wearing light armor, you can take the Disengage action as a bonus action and whenever you do so you can make a melee weapon attack against a creature within reach.

Medium Armor. While wearing medium armor, whenever you are knocked prone you can as a reaction immediately stand back up without expending any additional movement.

Heavy Armor. While wearing heavy armor, you reduce bludgeoning, piercing, and slashing damage you take by an additional 2.

Fortify

14th-level Rook feature

You are able to repair your walls utilizing oncoming attacks. Whenever you uses your Reactionary Barrier feature, you can choose to restore a number of hit points equal to your Rook level to all summoned panels of your choice. Once you use this feature you cannot do so again until you finish a short or long rest.

Mobile Fortification

16th-level Rook feature

You've learned how to leverage your defense as a means to push forward on the battlefield. As a bonus action on your turn, you can move a panel you have summoned in a direction of your choice up to 10 feet. Whenever a creature is in the path of moving panel, they must succeed on a Strength saving throw or be pushed by the panel as it moves. If they succeed the panel stops where it is and cannot be moved further. A panel stops moving if it moves into an object that is attached to surface that is 200 pounds or more.

Passthrough

17th-level Rook feature

As a rook your skill in defense not only allows you to create them but to bypass them as well. Whenever you summon a panel, you can choose to summon that panel on an existing surface. Whenever you do so you create an opening in the surface that is 5-feet tall, 5-feet wall, and up to 2-feet deep. This opening lasts for up to 1 minute.

Self Reinforcement

18th-level Rook feature

The defensive magics of a rook suffuse your very being. Your Constitution score increases by 2. Your maximum for this score is now 24.

Master of the Battlefield

20th-level Rook feature

You are the master of the battlefield, shaping it to your whims and specifications. You can as an action summon all panels available to you onto the battlefield all at once, these panels have twice the number of hit points of normal panels. Once you use this feature you cannot do so again until you finish a long rest.

Rook Foundations

The foundation that a rook chooses represents their strengths and versatility. The foundation chosen by a rook represents what tools they've chosen to utilize in defense of themselves and others.

The Adamantine Foundation

This foundation is built upon the idea of remaining unbroken and unmoved. Those who build upon this foundation seek to harness and build with the metals of fallen stars.

Meteoric Wall

3rd-level Adamantine Foundation feature

The panels you create are forged from the meteoric metal adamantine. When you summon a panel, you can choose to summon it up to 30 feet above a point of your choosing within 60 feet of you. Whenever you do so, the panel falls down to the chosen point below. Any creature within 5 feet of the point must make a Dexterity saving throw. Taking 2d6 bludgeoning damage on a failed save and half as much on a successful save. The panel is destroyed after this. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per long rest.

Adamantine Shield

7th-level Adamantine Foundation feature

Your emulation of adamantine extends to other aspects of your rook magic. Whenever you use your Reactionary Barrier feature against a critical hit, you can choose to treat it as a normal hit instead of gaining a bonus to your armor class.

Comet Trail

11th-level Adamantine Foundation feature

Whenever you take the Dash action as a bonus action on your turn, you summon three floating rocks that hover 1 foot above your head. These rocks last until you finish moving and if this movement would trigger any opportunity attacks against you, you can choose to launch one at the attacking creature dealing 1d5 bludgeoning damage against them.

Asteroid Belt

15th-level Adamantine Foundation feature

You have become a master of the meteoric metal. Whenever you have a panel summoned, you can choose to break it up into six smaller fragments. Each fragment has a one-sixth of the original panels hit points. As a bonus action, you can choose to launch one of the fragments at a target within 30 feet of you, making a ranged weapon attack. On a hit, the target takes damage equal to the fragments hit points and the fragment is destroyed. Once you use this feature, you cannot do so again until you finish a short or long rest.

The Arcane Foundation

This foundation is that of magic and sorcery. Those who build upon this foundation call forth the very weave itself. Imbuing their arcane fortifications with fragments of eldritch power.

Spellguard

3rd-level Arcane Foundation feature

The panels you create are bolstered against arcane forces. When you summon a panel, you can choose to imbue it with magical defenses. Whenever you are within 10 feet of a panel affected in this way, you have advantage on saving throws made against spells and other magical effects. You can only have one panel affected in this way at a time. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per long rest.

Spell of Force

7th-level Arcane Foundation feature

Your able to conjure forth spears of magical force. As an action, you can expend a use of your Reactionary Barrier feature and conjure a javelin made from pure arcane force and throw it a target within 60 feet of you. Make a ranged weapon attack, on a hit dealing 1d10 force damage.

Magical Disruption

11th-level Arcane Foundation feature

Whenever you take the Dash action as a bonus action on your turn, you can choose for each square of movement you move through to become an area of dead magic until the start of your next turn.

Tower of the Archmage

15th-level Arcane Foundation feature

Whenever you use your Castle Architect feature to create a panel in the shape of a tower, you can choose for it to function the same as an Instant Fortress using the same hit points and armor class as a regular panel for the roof, door, and walls. Once you use this feature, you cannot do so again until you finish a short or long rest.

The Bronze Foundation

This foundation is that of metal and fire, representing an era of change and innovation. Those who build upon this foundation call forth the invention of steam and the fires of the forge. This foundation was created by a rook that hailed from a kingdom of inventors.

Steam Cloud

3rd-level Bronze Foundation feature

The panels you create shimmer with heat and the shine with the glint of bronze. Whenever you summon a panel, you can choose for that panel to expel a cloud of heated steam within a 5 foot radius centered on the panel. Whenever a creature starts their turn in this radius or first enter it on their turn they must succeed on a Constitution saving throw or take 2d6 fire damage. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per long rest and can only have one panel affected by this feature at a time.

Blazing Retribution

7th-level Bronze Foundation feature

You can launch a flaming barrier at those who dare attack you. Whenever you use your Reactionary Barrier feature, you can choose to deal fire damage equal to your Rook level to the attacking creature instead of gaining a bonus to your armor class.

Boiling Geyser

11th-level Bronze Foundation feature

Whenever you take the Dash action as a bonus action on your turn, wherever you stop you can cause the ground to erupt in a geyser of boiling water. This geyser is 30-feet tall, 5-feet wide, and pushes you up to the top of it where you remain. Whenever a creature comes within 5 feet of the geyser, they take fire damage equal to your Constitution modifier (minimum of 1). This geyser lasts until the end of your next turn after which you are gently lowered to the ground. You can use this feature once per short or long rest.

Fires of Innovation

15th-level Bronze Foundation feature

The fires of change are the greatest forge within which to forge the strongest defense. Whenever you summon a panel, you can choose to deal 7d10 fire damage to all creatures in a line that extends between you and the panel that is 5-feet wide. Once you use this feature you cannot do so again until you finish a short or long rest.

The Clay Foundation

This foundation is that of change and possibility, representing the many forms clay can take before it is placed within the kiln. Those that build upon this foundation are adaptable, mutable, but once they decide on a form to take they are set in stone.

Moldable Defense

3rd-level Clay Foundation feature

The panels you create are mutable and able to be changed to suit your needs. Whenever you have a panel summoned that has been altered by your Ornate Walls feature, you can choose to as a bonus action change what alteration that panel has or transfer that alteration to another panel you have summoned.

Clay Bed

7th-level Clay Foundation feature

You can alter the battlefield to hinder your foes. As an action, you can summon a panel that lays flat against the ground and takes up a 20-foot square. Whenever a creature makes a Dexterity saving throw or attack roll while within this square they have disadvantage on the roll. All the same rules and stats of a normal panel still apply. Once you use this feature you cannot do so again until you finish a short or long rest.

Mutable Rush

11th-level Clay Foundation feature

Whenever you take the Dash action as a bonus action on your turn, you can choose for each square of movement you move through to become soft like clay which is considered to be difficult terrain until the start of your next turn.

Soldier of Clay

15th-level Clay Foundation feature

You are able to cast the clay of your foundation into the fires of the kiln. Whenever you have a panel summoned, you can as an action transform that panel into a Terracotta Soldier. This soldier obeys your commands and acts on its own turn in the initiative, it uses the stat block of a terracotta soldier which is found at the end of this document. Once you use this feature you cannot do so again until you finish a short or long rest.

The False Foundation

This foundation is built upon falsehoods and lies. Those that build upon this foundation build upon trickery. This foundation was first developed by a rook whose kingdom was losing a war, they drew upon their defensive power to create illusory walls to make their defenses seem more than they were.

Illusory Defenses

3rd-level False Foundation feature

You are able to conjure forth false panels to trick your foes. Whenever you summon a panel, you can choose to summon additional illusory panels equal to your Constitution modifier. An illusory panel only lasts until the end of your next turn, each have 1 hit point each, and can't be altered in any way a normal panel can be altered. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per long rest.

False Self

7th-level False Foundation feature

You are able to conjure forth a false version of yourself on the fly. Whenever you use your Reactionary Barrier feature, you can choose to move into an unoccupied space within 5 feet of you. Whenever you do so you don't provoke attacks of opportunity and leave an illusion that looks just like you in your previous space. The creature that attacked you must make a Wisdom saving throw. On a failed save they hit the illusion which disperses upon impact, and on a successful save they hit you and the illusion disappears. Once you use this feature you cannot do so again until you finish a short or long rest.

Tangible Material

11th-level False Foundation feature

You are able to instill your illusory panels with more substance. Whenever you summon your illusory panels, you can choose to grant them additional hit points equal to your Constitution modifier (minimum of 1). Once you use this feature you cannot do so again until you finish a short or long rest.

Shape Reality

15th-level False Foundation feature

You have become a master of trickery and subterfuge, even capable of creating a false reality. Whenever you summon a panel, you can choose to instead cast the spell Hallucinatory Terrain. Whenever you do so, the spells duration is equal to the duration of a conjured panel, and you treat the spell as if it were a summoned panel for the purpose of how many panels you can have summoned.

Once you use this feature you cannot do so again until you finish a short or long rest.

The Ice Foundation

This foundation is that of death and renewal, representing the cleansing cold of winter. Those that build upon this foundation are timeless and never changing, seeking to bring others to a halt.

Freezing Grasp

3rd-level Ice Foundation feature

The panels you create are hard like ice and radiate the chill of winter. Whenever you summon a panel, you can choose to summon it in the space of a large or smaller creature. Whenever you do so, the creature must make a Strength saving throw. On a failed save, they are enveloped in a block of ice. For the duration, they are restrained, paralyzed, and have full cover. A panel summoned in this way is instantly reduced to 0 hit points when it takes fire damage. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per long rest and you can only have one panel affected by this feature at a time.

Arctic Backlash

7th-level Ice Foundation feature

You are able to inflict the chill of ice upon those who strike at you. Whenever you use your Reactionary Barrier feature, you can choose to push the attacking creature back 10 feet and halve their movement speed until the end of your next turn instead of gaining a bonus to your armor class.

Frostrunner Dash

11th-level Ice Foundation feature

You are able to channel the foundation of ice into your steps. Whenever you take the Dash action as a bonus action on your turn, you can choose to cause a 30-foot radius of slick ice to form centered on you wherever you stop moving. This radius is considered to be difficult terrain. For each 10 feet a creature moves through this radius, they take cold damage equal to your Constitution modifier (minimum of 1). This radius of ice lasts for 1 minute. Once you use this feature, you cannot do so again until you finish a short or long rest.

Glacial Reinforcement

15th-level Ice Foundation feature

You channel the chill of winter into your barriers. Whenever you summon a panel, you can choose to make it explode in a storm of piercing cold. All creatures of your choice within 20 feet of the panel must make a Constitution saving throw. On a failed save taking cold damage equal to twice the panels hit points, and half as much on a successful save. Once you use this feature you cannot do so again until you finish a long rest.

The Guard Foundation

This foundation is built upon the fellowship between soldiers and the code of honor they uphold in the name of their kingdom. Those that build upon this foundation are able to conjure forth warriors onto the battlefield and take a more active approach to combat.

Call to Arms

3rd-level Guard Foundation feature

You are able to conjure forth reinforcements using your defensive magic. Whenever you summon a panel, you can choose for the panel to take the form of a spectral warrior and retains the statistics of a normal panel. As a bonus action on your turn, you can command the the spectral warrior to move up to 30 feet in any direction and target a creature. The target creature has disadvantage on the first attack roll they make while the spectral warrior is targeting them. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per long rest.

Armored Ally

7th-level Guard Foundation feature

You are able to conjure forth spectral armor around your allies. As a bonus action, you can expend a use of your Reactionary Barrier feature and choose a willing creature within 30 feet of you. The target is surrounded by spectral armor and gains resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of your next turn.

Forward Together

11th-level Guard Foundation feature

Whenever you take the Dash action as a bonus action on your turn, you can choose up to two other willing creatures within 5 feet of you. The chosen creatures can use their reaction to move as if they had taken the Dash action themselves.

Defensive Legion

15th-level Guard Foundation feature

You are able to call forth an army of warriors. As an action, you conjure forth any number of available panels that each take the form of a spectral warrior. The conjured panels have the same statistics as a knight but retains the armor class and hit point total of a normal panel. Once you use this feature, you cannot do so again until you finish a long rest.

The Gust Foundation

This foundation is built upon the elemental force of air and was first utilized by air elemental warriors from that plane. Those that build upon this foundation seek to control the battlefield through positioning their opponents and obstructing them.

Windsnare

3rd-level Guard Foundation feature

You are able to conjure forth gusts of wind to entangle your foes. Whenever you summon a panel, you can choose to summon it in the space of a large or smaller creature. Whenever you do so, the creature must make a Strength saving throw. On a failed save, they are surrounded by ensnaring wind. For the duration, they are restrained and you can move them as a bonus action up to 15 feet in any direction. This movement can only trigger an attack of opportunity once. The ensnared creature can repeat the saving throw at the end of each of their turns to break free. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per long rest and you can only have one panel affected by this feature at a time.

Cloudburst

7th-level Guard Foundation feature

Whenever you use your Reactionary Barrier feature, you can choose to push the attacking creature up to 10 feet away in addition to gaining a bonus to your armor class.

Rushing Wind

11th-level Guard Foundation feature

Whenever you take the Dash action as a bonus action on your turn, you can choose to conjure forth the wind to surround you as you move. Whenever you end your movement from this feature, you can choose to push a creature within 5 feet of you up to 10 feet away from you.

Cyclonic Barrier

15th-level Guard Foundation feature

You are able to conjure forth a terrifying maelstrom of air. You gain an additional form for your Castle Architect feature:

  • Tornado. You create a cyclone of rushing air that is 40-feet tall and a 20-foot radius. Whenever a creature of your choice begins their turn within this radius the must make a Strength saving throw. On a failed save, they are knocked prone and moved to any point of your choice within the radius of the tornado.

The Obsidian Foundation

This foundation is that of the hardened life blood of the earth, formed from the magma deep below the earth. Those that build upon this foundation seek to draw forth the molten stone of the earth and harden it into deep rooted walls.

Jagged Wall

3rd-level Obsidian Foundation feature

The panels you create are hard yet brittle and burst into shards that pierce your foes. Whenever you summon a panel, you can choose for that panel to be formed from magical obsidian. Whenever the panel is reduced to 0 hit points or if it is dismissed it explodes, all creatures of your choice within 15 feet of the panel must make a Dexterity saving throw. On a failed save they take 3d8 piercing damage and half as much on a successful save. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per long rest and you can only have one panel affected by this feature at a time.

Obsidian Spear

7th-level Obsidian Foundation feature

Whenever you use your Reactionary Barrier and have a free hand, you can choose to launch a shard of volcanic glass at a target within 30 feet of you instead of gaining a bonus to your armor class. Make a ranged attack roll. On a hit, the target takes 1d10 piercing damage. You are proficient with this attack.

Razor Steps

11th-level Obsidian Foundation feature

Whenever you take the Dash action as a bonus action on your turn, you leave a trail of obsidian shards in a line that extends between where you started moving and where you stopped moving that is 5 feet wide. Whenever a creature moves through a space in this line they take piercing damage equal to your Constitution modifier (minimum of 1) and shards in that space disappear. Once you use this feature you cannot do so again until you finish a short or long rest.

Volcanic Glass

15th-level Obsidian Foundation feature

You can channel the intense heat of the worlds core into your defenses. Whenever a creature attacks a panel you control, you can expend a use of your Reactionary Barrier feature and heat the panel dealing fire damage equal to your Rook level to the attacking creature.

The Rose Foundation

This foundation is that of the grasp of nature and the growth of thorns. Those that build upon this foundation cultivate the earth below to produce natural barriers and shape them into growing fortifications.

Vine Grasp

3rd-level Rose Foundation feature

The panels you create can take the form of rose covered vines. Whenever you summon a panel, you can choose to summon it in the space of a large or smaller creature where it takes the form of constricting vines. Whenever you do so, the creature must make a Strength saving throw. On a failed save, they are surrounded by vines and are restrained. As a bonus action on your turn, you can choose to deal 2d6 piercing damage to the restrained creature. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per long rest and you can only have one panel affected by this feature at a time.

Thorn Snare

7th-level Rose Foundation feature

Whenever you use your Reactionary Barrier feature, you can choose to grapple the attacking creature instead of gaining a bonus to your armor class. While the creature is grappled you can at the start of each of your turns, deal 1d6 piercing damage to the grappled creature.

Petal Dance

11th-level Rose Foundation feature

You nimbly move about the battlefield like petals on the wind. Whenever you take the Dash action as a bonus action on your turn, you don't provoke any attacks of opportunity.

Bed of Flowers

15th-level Rose Foundation feature

As an action, you can summon a panel that lays flat against the ground and takes up a 20-foot square. Whenever a creature starts their turn in this square, they must make a Dexterity saving throw. On a failed save taking 4d6 piercing damage, and half as much on a successful save. All the same rules and stats of a normal panel still apply. Once you use this feature you cannot do so again until you finish a short or long rest.

The Stone Foundation

This foundation is that of the first rooks that hailed from the elemental planes. Those that build upon this foundations seek to build upon the original techniques of the ancient rook masters.

Delve into Earth

3rd-level Stone Foundation feature

You are able to use your panels to mold the earth beneath you. Whenever you summon a panel, you can choose to create a trench that is 5-feet deep, 5-feet wide, and 10-feet long instead of a normal panel. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per long rest.

Barrier of Stone

7th-level Stone Foundation feature

You are able to bolster your defenses with the techniques of old you've built upon. Whenever you summon a panel, you can choose to cause it to extend up to 30 feet in length instead of the normal length of a panel. Whenever you do so the panel gains additional hit points equal to your Rook level. Once you use this feature you cannot do so again until you finish a short or long rest.

Accretion

11th-level Stone Foundation feature

Whenever you take the Dash action as a bonus action on your turn, as your move you can choose to accumulate small stones which surround and move with you in an aegis. Make an attack roll against a creature, within 5 feet of where you stop moving. On a hit, the target takes 2d6 bludgeoning damage and are knocked prone.

Mighty Mountain

15th-level Stone Foundation feature

You can draw forth the mightiest bastion of defense that the earth can muster. Whenever you summon a panel, the panel takes the shape of a 30-foot cone that is 40-feet tall, and gains additional hit points equal to twice your Rook level.

Whenever you dismiss this panel all creatures of your choice within 10 feet of the panel must make a Dexterity saving throw as debris rains down. On a failed save taking 6d10 bludgeoning damage, and half as much on a successful save. Once you use this feature, you cannot do so again until you finish a long rest.


Terracotta Soldier

Large construct, unaligned


  • Armor Class 16
  • Hit Points three times your Rook level
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (0) 16 (+3) 5 (-3) 10 (0) 5 (-3)

  • Damage Immunities Fire, nonmagical bludgeoning, piercing, and slashing damage
  • Condition Immunities Charmed, frightened, exhaustion
  • Senses Darkvision 60ft., passive Perception 10

Actions

Multiattack. The terracotta soldier takes two slam attacks.

Slam. Melee Weapon Attack: +5+your Proficiency bonus to hit, Reach 5ft., one target. Hit: 13 (2d10 + 5) bludgeoning damage.

Haste (Recharge 6). Until the end of its next turn, the terracotta soldier magically gains a +2 bonus to its AC, has advantage on dexterity saving throws, and can use its slam attack as a bonus action.

Class:

Runekeeper

A shaman tosses a set of carved stones onto the oaken table in front of them and reads the fate of the village for the coming winter. The runes glow faintly, and the shaman interprets them as so. The runes read that the village will be spared the harshness of the cold, but their will be a great disaster.

A conclave of runekeepers gather underneath a cloudy sky in the center of a circle of large rune stones. Channeling the energies of the runes into their ritual. They seek to open a gateway to the branches of the world tree, so that they may follow in the footsteps of the allfather.

For many days and nights, the Allfather hung bleeding from the world tree to gain the power of the runes. An ancient and powerful force, that makes up all of creation. A power even greater than the gods.

These are all examples of runekeepers. Powerful mages that seek to harness and understand the primal forces that are the runes.

Pursuit of Runic Knowledge

All runekeepers seek to unlock the ultimate knowledge that the runes are believed to be the key to. The first being to ever pursue the knowledge of the runes was the Allfather himself. In order to unlock the first grasp of knowledge of the runes he cut out his own eye and hung himself from the world tree for several days and nights.

Some believe that the runes make up the very foundation of all of creation. From the mists that were created when fire and ice mixed in Ginnun the world tree sprung. From the very beginning the runes have foretold of the end, an event known as Ragnarok.

Masters of the Realm

Runekeepers seek to master the power of the runes that they use. As runes are the language of the laws of reality, they in this pursuit become terrifying magic users, capable of altering the fabric of reality using the runes. Often following in the paths of others to achieve this goal. Chief among them is the Allfather who gave up much to master the runes.

Runekeeper
Level Proficiency Bonus Features Runes Known 1st 2nd 3rd
1st +2 Runecasting, Runic 1 1
2nd +2 Runic Path 1 2
3rd +2 Runic Sacrifice 1 3
4th +2 Ability Score Improvement 2 3
5th +3 Shared Inscription 2 4 2
6th +3 Runic Path Feature 2 4 2
7th +3 Future Sight 2 4 3
8th +3 Ability Score Improvement 3 4 3
9th +4 Well of Replenishment 3 4 3 2
10th +4 Runic Path Feature 3 4 3 2
11th +4 3 4 3 3
12th +4 Ability Score Improvement 4 4 3 3
13th +5 Hindsight 4 4 3 3
14th +5 Runic Path Feature 4 4 3 3
15th +5 4 5 3 3
16th +5 Ability Score Improvement 5 5 4 3
17th +6 Read the Runes 5 5 4 3
18th +6 5 5 4 4
19th +6 Ability Score Improvement 5 5 4 4
20th +6 Master of the Runes 5 5 4 4

Class Features

As a Runekeeper, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Runekeeper level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Runekeeper level after 1st

Proficiencies


  • Armor: Light armor; shields, and hide armor
  • Weapons: Simple weapons; battleaxes, greataxes, and shortswords
  • Tools: Calligrapher’s supplies, mason’s tools, woodcarver’s tools

  • Saving Throws: Wisdom, Constitution
  • Skills: Choose three from Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, and Survival.

Equipment

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

  • (a) a quarterstaff or (b) one simple weapon of your choice
  • (a) a set of leather armor or (b) a set of hide armor
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • an empty leather rune pouch

Runecasting

At 1st level, you have carved your first rune from stone, wood, or bone; storing it within a leather rune pouch. From this runestone you've learned how to draw out that runes power.

Preparing and Casting Runes The Runekeeper table shows how many runic slots you have to cast your runes. To cast one of your runes of 1st level or higher, you must expend a slot equal to one of the runes effects levels or higher. You regain all expended rune slots when you finish a long rest.

Runes Known At 1st level, you know one of your choice from the rune list. The Runes Known column of the Runekeeper table shows when you learn more runes of your choice. Whenever you learn a rune, you must spend 10 minutes creating a runestone for that rune. You cannot cast any of the effects of a rune if you do not have a corresponding runestone carved, and can spend 10 minutes creating a new one if a runestone is lost or destroyed.

Runecasting Ability Wisdom is your runecasting ability for your runes, so you use your Wisdom whenever a rune refers to your runecasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a rune you cast and when making an attack roll with one.

Rune Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Runecasting Focus You must use the corresponding rune as the runic focus for any effect that rune has.

Runic

Additionally at 1st level, you know Runic, the secret script of runekeepers. You can read and write the language.

Runic Journey

At 2nd level, you have begun your journey towards harnessing the true power of the runes. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Runic Sacrifice

At 3rd level, you can sacrifice a rune of your choice as an action. Whenever you do so, you can immediately use the highest level effect of that rune without expending a rune slot.

Once you use this feature you cannot cast that rune again, and must finish a long rest to regain use of the sacrificed rune and to use this feature again.

Shared Inscription

At 5th level, you've learned how to imbue your runestones with some of your magic and understanding of that rune. You can spend 1 minute imbuing a runestone in your possession with power, expending a rune slot of a level you can cast and storing it in the runestone. Until you take a long rest, a creature of your choice that wields this runestone can spend the stored rune slot to cast the appropriate effect of that rune. They use your runecasting ability for the DC and modifier of the rune. You cannot cast the rune from that runestone until you make a new runestone or the imbued runestone is returned to you.

Future Sight

At 7th level, the knowledge and mastery you have over the runes has allowed you insight into the many outcomes the future may take. Before you make an attack roll, ability check, or saving throw you can as a reaction attempt to predict the roll. Choose a number on the d20, if you roll that number you automatically succeed on the roll to the discretion of the DM. You can only use this feature a number of time equal to your Wisdom modifier, and regain all expended uses when you finish a short or long rest.

Well of Replenishment

At 9th level, you're mastery of the runes allows you to dip further down into the well of their magic and replenish your own. Whenever you take a short rest, you can choose to regain a number of 1st level rune slots equal to your Wisdom modifier (minimum of 1). Once you use this feature, you cannot do so again until you finish a long rest.

Hindsight

At 13th level, your glimpses into the many futures that may come to pass ensure that you are ready for anything. You cannot be surprised by any means and have advantage on initiative rolls.

Read the Runes

At 17th level, the gods have chosen you as their speaker of prophecies. Once per long rest, whenever you use Future Sight you can choose two numbers on the d20 instead of one.

Master of Runes

At 20th level, you have mastered the very essence of the runes. Choose a rune that you don't already know, you learn the chosen rune and gain its corresponding runestone. Whenever you take a long rest, you can swap out the chosen rune for another rune you don't know.

Runic Journeys

Runekeepers all have certain traits that ties them together. However, they each blaze their own trail and follow their own path that makes them unique.

Journey of the Allfather

Those that follow this path, follow in the footsteps of the Allfather, who hung himself from the world tree for several days to gain the knowledge of runes. They believe in the power of sacrifice.

Eye of the Allfather

Whenever you choose this path at 2nd level, you make the same sacrifice that the Allfather once did, you carve out one of your own eyes for greater mastery over the runes. Your hit point maximum is reduced by 3 permanently and you have disadvantage on Perception checks that rely on sight, however you gain +3 to all attack and damage rolls for runes.

Eye for an Eye

At 6th level, the path of Allfather is centered around sacrifice. Whenever you cast a rune you can expend a hit die and take 8 damage, when you do so you deal an additional 8 damage. You can use this feature a number of times equal to your Wisdom modifier per long rest.

Runic Insight

At 10th level, your journey down this path has granted you great knowledge about runes. You have advantage on Arcana and History checks about runes.

Allfather's Blessing

At 14th level, your path has finally lead you to stand before the Allfather himself and earn his blessing. You are always considered to be under the effect of the spell Bless.

Journey of the Fates

Those that follow this path see the runes as words on a tapestry. They seek to harness the power of the runes in the act of weaving fate and study how they affect the world.

Twisting Fate

At 2nd level, you've learned to use the runes to begin to write your own fate. Whenever you make a saving throw or attack roll and fail, you may reroll and must take the second result. Once you use this feature, you cannot do so again until you finish a short or long rest.

Defy Fate

At 6th level, you are able to use the power of the runes to defy fate itself. Whenever you are to roll with disadvantage, you can choose to roll with advantage instead. Once you use this feature, you cannot do so again until you finish a short or long rest.

Disciple of the Norns

At 10th level, you have been taught by the weavers of fate themselves and gain greater knowledge. You gain proficiency with the Arcana skill and have advantage on rolls to identify divination magic.

Weaver of Fate

At 14th level, you have reached the end of your path which culminates in you completely rewriting your fate. Whenever you fail a roll of any kind, you can instead choose to succeed. Once you use this feature you cannot do so again until you finish a long rest.

Journey of Ginnun

Those that follow this path realize the extremes of power that the runes deal with and that the runes were the beginning and will be the end. Ginnun itself is the name runekeepers give to the void of fog that lies outside of creation where fire and ice meet.

Into the Fire and Ice

Whenever you choose this path at 2nd level, you have taken your first step onto the path of the primordial forces. Whenever you cast a runic effect that deals fire or cold damage you deal an additional 1d4 damage.

Shielded Against Extremes

At 6th level, the magic of the runes grant you protection from the extreme forces of fire and ice. You gain resistance to fire damage, and whenever you take a long rest you can swap it out for resistance to cold damage or vice versa.

Knowledge of Creation

At 10th level, you learn the details of the creation of the realms. You can add your Wisdom modifier to History rolls made about the general history of the world and its creation.

Mists of Ginnun

At 14th level, your path has finally lead you back to the beginning of creation allowing you some command over the essence of Ginnun itself. As an action, you can conjure forth the mists of Ginnun to surround you in a 30 foot radius centered on a point of your choice within 60 feet of you for 1 minute. For the duration, while you are within the mists you can telport to any point within the mists radius as a bonus action and regain 1d6 hit points at the start of each turn spent in the fog. Once you use this feature you cannot do so again until you finish a long rest.

Journey of Ragnarok

Those that follow this path have their eyes on the end of the path that all runes eventually lead. Ragnarok is the end of times, and runekeepers of this path seek to bend the path way either towards that fate or away from it.

Herald of the End

Whenever you choose this path at 2nd level, wherever you go echoes the final fate of the world. As a bonus action, you can summon forth the destructive energy of Ragnarok. For the next minute whenever a creature comes within 5 feet of you you can as a reaction deal 1d6 fire damage against them. You can use this feature a number of times equal to your Wisdom modifier per long rest.

Beasts of Ragnarok

At 6th level, the path of Ragnarok allows you to summon forth an aspect of the doom wolf itself. As an action, you can summon a Hell Hound under your command for an hour, until you dismiss it as a free action, or until it drops to 0 hit points. The Hell Hound moves and acts immediately after your turn on initiative. Once you use this feature you cannot do so again until you finish a long rest.

The Fear of Doomsday

At 10th level, the end of the world is cause for fear for many creatures. You gain proficiency with the Intimidation skill and have advantage on Inimidation rolls whenever you have your Hell Hound summoned.

Ragnarok Arrives

At 14th level, your path has finally lead you to learn what gods and men alike dread that Ragnarok cannot be stopped but may be delayed. Whenever you are reduced to 0 hit points, you do not fall unconscious but you have to make death saving throws as normal and you suffer the normal effects of taking damage while at 0 hit points.

Journey of Valhalla

Those that follow this path know that this life isn't all that there is and that the glories of valhalla await them in the afterlife. More martially talented than other runekeepers, they seek to die in battle with a blade in hand. They also seek to gain knowledge about the connection between runes and the soul.

Martial Training

Whenever you choose this path at 2nd level, you seek to die gloriously in battle and train to do so. You gain proficiency with medium armor and martial weapons.

Honored Warrior

Additionally at 2nd level, you're skill in combat is greatly enhanced through study. You can use your Wisdom modifier for attack and damage rolls made using weapons you are proficient in.

Defiance in Battle

At 6th level, you won't settle for anything less than success. Whenever you fail an attack roll, you can choose to reroll and must take the second result. You can use this feature twice per short or long rest.

Ride Into War

At 10th level, you've been outfitted by the armory of valhalla itself. You can cast Find Steed at will without expending a spell slot.

The Chosen of Valhalla

At 14th level, your path has lead you to the glorious halls of Valhalla itself. You are always considered to be under the effects of the Heroism spell as if you had cast it on yourself.

Journey of the Ravens

Those that follow this path seek the guidance of the ravens. The ravens are the servants of the allfather and are actually runes given form by him. They in turn grant those they guide the ability to conjure lesser ravens and cloak themselves in ice and feathers.

Of Snow and Feathers

Whenever you choose this path at 2nd level, you have learned how to conjure forth a cloak of swirling snow and feathers. Whenever you cast a rune, you can choose to gain temporary hit points equal to 5 times the runes level. You can use this feature a number of times equal to your Wisdom modifier per long rest.

Raven Servant

At 6th level, you are granted the ability to shape the runes into a raven servant of your own. You gain a raven companion, this raven psychically follows your orders and acts on your turn in combat. Additionally, you can as a bonus action switch between seeing through your eyes and your ravens eyes. If your raven dies, you can spend 1 hour performing a ritual summoning it back into your service.

Runic Channel

At 10th level, the connection you share with your runic servant deepens. Whenever you cast a rune, you can choose to cast it as if your were in your ravens space.

Flock of Feathers

At 14th level, you are able to call upon the runes to summon a flock of ravens. As an action, you may choose a creature within 60 feet of you that you can see. The target is swarmed by a flock of ravens for 1 minute.

At the start of the targets turn you may as a reaction make a ranged spell attack against the target. On a hit, dealing piercing damage equal to 1d6 x 3. Once you use this feature once per short or long rest.

Journey of the Skald

Those that follow this path seek to weave together tales of great heroes and events they uncover along their journeys. They share these stories with those that ask them of what they have seen, and seek to author the greatest of sagas.

Apprentice Skald

At 2nd level, you gain proficiency with a set of artisans tools and two musical instruments of your choice.

Additionally, you can spend 10 minutes imbuing an instrument with the power of the runes and etch runes you know into it. You can use that instrument in place of a corresponding runestone when casting a rune and its effects.

Thunderous Speech

At 6th level, you are able to manifest the runes and their power through your voice. Whenever you cast a rune, you can choose for any creatures of your choice within 5 feet of you that can hear you. The chosen creatures must succeed on a Constitution saving throw or become deafened for 1 minute. A target that succeeds against this effect is immune to this effect for 24 hours.

Adept Skald

At 10th level, you gain proficiency with a Charisma skill of your choice. While wielding your imbued instrument, you can use Wisdom in place of Charisma for skill checks that are based off of Charisma.

Masterful Saga

At 14th level, you've weaved together a great tale along your journeys. As an action, you can begin retelling this saga for the next minute. At the start of each of your turns you can as a bonus action choose one of the following saga effects:

Tragedy. Choose a creature within 60 feet of you. Whenever the chosen creatures takes damage for the first time until the start of your next turn, they take an additional 2d6 psychic damage.

Heroism. Choose a creature within 60 feet of you. The chosen creature gain 1d10 temporary hit points and has advantage on the first attack roll they make until the start of your next turn.

Once you use this feature you cannot do so again until you finish a long rest.

Journey of the Wells

Those that follow this path seek to find the wells of knowledge that lie hidden at the roots of the world tree. Within these wells lies the knowledge of the cosmos and are where the Allfather sought his knowledge through sacrifice.

Three Wells

At 2nd level, you've learned that there are three wells and each well lies upon one of the nine realms. As an action, you can attune to one of these wells for a number of rounds equal to your Proficiency bonus, you can only be attuned to one well at a time and can end your attunement early as a bonus action. When you use this feature, choose one of the following:

Well of Urd. For the duration, you have advantage on the first saving throw you make before the start of each of your turns.

Well of Ginnun. For the duration, you have advantage on the first spell attack roll you make on each of your turns.

Well of Mimir. For the duration, you have advantage on the first skill check you make on each of your turns.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per long rest.

Delving Rune

At 6th level, you are able to dip into the three wells in order to strengthen your runes. Whenever you cast a rune using a slot of 1st or 2nd level, you can choose to cast it as if you spent a spell slot of one level higher. Once you use this feature, you cannot do so again until you finish a long rest.

Drink Deep

At 10th level, you are able to nourish yourself through your connection to the wells. Whenever you first attune to a well, you can choose to drink deep from that well. Whenever you do so, you gain resistance to poison damage for the duration of that wells attunement and gain enough nourishment so you don't have to eat or drink for the next 24 hours.

Blessing of the Wells

At 14th level, your journey has finally lead you to each of the three wells from which you have drank your fill from. Choose an ability score and increase that score by 2, to a maximum of 22. Additionally, you can instead choose two scores and increase each by 1 instead, to a maximum of 20.

Runes List

Whenever you learn a rune you choose from this list. A rune has four different effects based on how its cast. To cast a runes effect, you must expend a spell slot of the specified level to cast that effect. If a rune effect doesn't have a level, you do not need to expend a spell slot to cast it.

Aeful Rune (ay-ful)

This rune symbolizes movement and the element of wind. Allowing those who channel it access to wind based magic.

Gust

As a bonus action, you extinguish all open flames of your choice within 30 feet of you that you can see.

Lesser Winds

(1st level)

As an action, your movement speed is bolstered by the winds and is increased by 30 feet for 10 minutes.

Greater Winds

(2nd level)

As an action, you can cause the winds to pick up in a 30 feet radius centered on you. All creatures of your choice within this radius must succeed on a Strength saving throw or be pushed back 30 feet.

Gale Force

(3rd level)

As an action, you can choose a number of creatures equal to your Wisdom modifier that you can see within 60 feet of you. The chosen creatures must make succeed on a Strength saving throw or be knocked prone for 1 minute as strong winds push down on them.

Beytr Rune (bay-tur)

This rune symbolizes growth and when used in writing it means "kin of giants". It grants those who use it the ability to channel different aspects of giantkind.

Giant's Feast

As a bonus action, you can conjure forth food and drink for a number of creatures equal to your Wisdom modifier. Whenever a creature eats the conjured food they gain temporary hit points equal to your Wisdom modifier (minimum of 0). Additionally, the conjure food and drink provide enough nourishment to sustain a creature for one day.

Jotun Aspect

(1st level)

As an action, you can call upon the size and strength of giantkind. For 1 minute, your size increases by one category and your Strength score increases by 2 to a maximum of 22. Additionally, your size cannot be altered by any other means for the duration.

Blessing of Ymir

(2nd level)

As an action, you can call upon the icy blessing of Ymir. For the next 5 minutes, you gain resistance to cold damage and you deal an additional 1d6 cold damage on the first ranged or melee weapon attack you make at the start of each of your turns for the duration.

At Higher Levels. When you cast this rune using a rune slot of 3rd level, the damage increases by 1d6.

Surtr's Flame

(3rd level)

As an action, you call upon the flames of Surtr to smite your foes. Choose a number of creatures equal to your Wisdom modifier within 60 feet of you. The chosen creatures must make a Constitution saving throws to withstand the intense flames that strike them, taking 4d6 fire damage on a failed save and half as much on a successful save. All creatures within 5 feet of the chosen creatures take 1d6 fire damage.

Isr Rune (eye-sur)

This rune symbolizes ice, frost, snow, and winter. Allowing those who channel it access to icy magic.

Icicle Spear

As an action, you conjure forth a spear of ice into your hands for 1 minute. For the duration, you can make a melee or ranged spell attack with it that deals 1d4 piercing damage and 1d4 cold damage. This rune’s damage increases by 1d4 when you reach 5th level (2d4 and 1d4), 11th level (2d4 and 2d4), and 17th level (3d4 and 2d4). The range for the thorn is 20\50 feet.

Armor of Winter

(1st level)

As an action, you can conjure the chill of winter and cause it surround you. You gain temporary hit points equal to 3 times your Runekeeper level. While you have these temporary hit points, you gain an unarmored armor class of 13 + your Wisdom modifier.

Fog of Winter

(2nd level)

As an action, you cause a cloud of magical mist to surround you in a 30 foot radius for 1 minute. This fog heavily obscures vision and resists even magical vision. Additionally, the fog moves with you.

Frostwalker

(3rd level)

As an action, you can instill the frost of winter into your very being. For the next five minutes, you gain immunity to cold damage and the ill effects of cold environments.

Igna Rune (ig-nah)

This rune symbolizes fire and summer. Allowing those who channel it access to fiery magic.

Guiding Flame

As an action, you can summon a small flame into your hand for an hour or until you dismiss it as a free action. The flame sheds bright light out to 10 feet and dim light for an additional 10 feet.

Scorch

(1st level)

As an action, you spew forth from an outstretched hand in a 15 foot cone. All creatures in this cone must make a Dexterity saving throw, taking 2d6 fire damage on a failed save and half as much on a successful save.

At Higher Levels. When you cast this rune using a rune slot of 3rd level, the damage increases by 1d6 for each slot level above 1st.

Flames Fortitude

(2nd level)

As a bonus action, you can call upon yourself the fury of the element of fire. For 1 minute, you gain resistance to fire damage and you deal an additional 1d6 fire damage on the first ranged or melee weapon attack you make at the start of each of your turns for the duration.

At Higher Levels. When you cast this rune using a rune slot of 2nd level, the damage increases by 1d6.

Hail of Fire

(3rd level)

As an action, you can conjure forth from the heavens the fury of fire upon a point of your choosing within 60 feet of you. All creatures within 20 feet of that point must make a Dexterity saving throw as fiery stones fall from the sky, taking 2d6 bludgeoning damage and 3d6 fire damage on a failed save and half as much on a successful save.

Helr Rune (hell-ur)

This rune symbolizes death and the underworld. Allowing those who channel it power over death.

Suffer

As an action, you can cause a creature of your choice that you can see within 30 feet of you to have to succeed on a Constitution saving throw. Taking 1d10 necrotic damage on a failed save and none on a successful save. This rune’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Deathly Fortitude

(1st level)

As an action, you can guard a creature of your choice within 60 feet of you against death. For 1 hour, the chosen creature has advantage on death saving throws.

Curse of Weakness

(2nd level)

As an action, you can drain the strength from your foes. Make a melee spell attack against a creature within your reach of you. On a hit the target's Strength score is reduced by 5 to a minimum score of 3 and your Strength score is increased by 3 to a maximum score of 23 for the next 5 minutes. A creature cannot be affected by this effect while already affected by this effect.

Touch of Death

(3rd level)

As an action, you strike the life force of a creature directly. Make a melee spell attack against a creature within your reach. On a hit, the target takes 5d4 necrotic damage and you regain 2d6 hit points.

Cauldn Rune (call-din)

This rune symbolizes the arcane and arcane knowledge. Allowing those who channel it access to more arcane magic.

Runic Beam

As an action, you shoot a ray of arcane energy at a creature within 30 feet of you. Make a spell attack roll against the target, on a hit the target takes 1d6 force damage. This rune’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Eyes of the Arcane

(1st level)

As a bonus action, you can enchant your eyes for one minute. For the duration, you can see a faint aura around any visible creature or object that you can see that is magical, and you learn its school of magic, if any.

Scholars Knowledge

(2nd level)

As a bonus action, you can call upon the knowledge of ancient mages for 5 minute. For the duration, you are considered proficient with all Intelligence skills and you have advantage on Intelligence saving throws.

Arcane Shield

(3rd level)

As an action, you can summon forth a shield of arcane energy to protect you. For the next five minutes, you gain a +3 bonus to AC and are immune to the magic missile spell.

Oxl Rune (ox-ul)

This rune symbolizes the river and the flow of change that courses through all things. Allowing those who channel it power of water.

Swiftness of the River

As an action, you can conjure forth the power of a river to push you onward. For 1 minute, your movement speed increases to 50 feet if it is not already higher.

Aqua Rush

(1st level)

As an action, you can summon forth the river at your heels to launch you forward 30 feet. All creatures in this path must make a Dexterity saving throw, taking 2d6 magical bludgeoning damage and being knocked prone on a failed save and half as much and not being knocked prone on a successful save.

At Higher Levels. When you cast this rune using a rune slot of 2nd level, the damage increases by 1d6 for each slot level above 1st.

Saltwater Blade

(2nd level)

As a bonus action, you conjure forth a weapon formed from saltwater for 1 minute. For the duration, you can use this weapon to make a melee spell attack as an action that deals 2d6 slashing damage and 2d6 acid damage.

At Higher Levels. When you cast this rune using a rune slot of 3rd level, the damage increases by 1d6 acid damage and 1d6 slashing damage.

River of Healing

(3rd level)

As an action, you can summon forth life giving water in the shape of a ring of water to surround you in a 30 foot radius for 1 minute. For the duration, you and all creatures of your choice regain 1d6 hit points at the start of each of your turns while within this ring.

Ragnr Rune (rag-nar)

This rune symbolizes destruction and chaos. Allowing those who channel it to tap into the power of destruction.

Corruption

As an action, you can strike a creature with destructive energy. Make a melee spell attack against a creature within your reach. On a hit the target takes 1d4 necrotic damage. This rune’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Field of Entropy

(1st level)

As a bonus action, you can conjure forth an aura of entropy in a 15 foot radius centered on you for 1 minute. For the duration, all creatures of your choice within the aura must make a Constitution saving throw or have their armor class reduced by 1 permanently. If this reduced their armor class by 5 overtime their armor breaks and is unusable. This does not affect magical or natural armor.

Runic Smite

(2nd level)

As an action, you call down the power of chaos energy upon a target of your choice within 30 feet of you that you can see. The targeted creature must make a Dexterity saving throw, taking 2d10 necrotic damage and being knocked prone on a failed save and half as much and not being knocked prone on a successful save.

At Higher Levels. When you cast this rune using a rune slot of 3rd level, the damage increases by 1d10.

Annihilation

(3rd level)

As an action, you unleash the destructive force of the Ragnr rune. All creatures of your choice in a 15 foot radius centered on you must make a Constitution saving throw, on a failed save taking 4d10 necrotic damage and taking half as much on a successful save. Nonmagical objects within this radius take double damage.

Thyr Rune (Th-ear)

This rune symbolizes storms, the sea, and thunder. Often used to represent the god of thunder. It allows those who channel it mastery over lightning.

Thunderous Mallet

As an action, you conjure forth a hammer forged from storm charged steel into your hand for 1 minute. For the duration, you can make a ranged spell attack against a target within 30 feet of you. On a hit, the target takes 1d6 thunder damage and the hammer returns to your hand. This rune’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Ionized Aura

(1st level)

As an action, you cause the air around you in a 30-foot radius to crackle with energy for 1 minute. For the duration, whenever a creature first moves or first makes an attack on their turn they take 1d4 lightning damage.

At Higher Levels. When you cast this rune using a rune slot of 2ndd level, the damage increases by 1d4 for each slot level above 1st.

Arcing Trajectory

(2nd level)

As an action, you launch a bolt of lightning at an unoccupied space within 60 feet of you that you can see and are instantly transported to that space. The next attack you make within the next minute deal an additional 1d6 lightning damage.

At Higher Levels. When you cast this rune using a rune slot of 3rd level, the damage increases by 1d6.

Bane of Giants

(3rd level)

As an action, you call forth the mighty hammer of the thunder god upon a target of your choice within 30 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes 4d10 thunder damage and is frightened of you for 1 minute and on a successful save the target takes only half as much damage and aren't frightened of you. If the target is a giant, they take an additional 2d10 thunder damage.

Ygdar Rune (yig-dar)

This rune symbolizes the world tree and creation. Allowing those who channel it a greater connection to the world tree and its life energies.

Roots

As an action, you can summon roots from the ground to ensnare a creature of your choice within 15 feet of you. The chosen creature must succeed on a Strength saving throw or be restrained for 1 minute. A creature restrained in this way can repeat the saving throw at the end of each of its turns for the duration.

Grove Guardian

(1st level)

As a bonus action, you call upon the protection of the world tree rune to guard you. Vines and bark from around you for 1 minute. For the duration, your armor class becomes 17 if it is not already higher.

Thorn of the World Tree

(2nd level)

As a bonus action, you conjure forth into one of your free hands a spear formed from a thorn of the world tree for 1 minute. For the duration, you can as an action use this weapon to make a melee or ranged spell attack that deals 2d12 piercing damage. The range for the thorn is 40\100 feet.

At Higher Levels. When you cast this rune using a rune slot of 3rd level, the damage increases by 1d12.

Tree of Worlds

(3rd level)

As a bonus action, you draw forth the dimensional energy of the world tree rune and instantaneously transport yourself to a point you can see up to 120 feet away.

Wuldr Rune (wol-dur)

This rune symbolizes war, combat skill, and honor. Those who channel it find that their martial prowess is enhanced.

Runic Strike

As an action, you can empower you next attack with runic energy. If you succeed on your next weapon attack, you can add your Wisdom modifier to the damage of the attack.

Berserker Aspect

(1st level)

As a bonus action, you call upon yourself the rage of warriors past. For the next five minutes, you reduce damage you take by an amount equal to your Wisdom modifier.

Call to Battle

(2nd level)

As a reaction, whenever you roll for initiative you can make a single melee weapon attack against a creature within 5 feet of you.

Runic Shout

(3rd level)

As an action, you can give out as warcry that bolsters your allies. All creatures within 30 feet of you of your choice that can hear you gain temporary hit points equal to twice your Runekeeper level + their Constitution modifier (minimum of 1).

Einharn Rune (Ain-harn)

This rune symbolizes the afterlife and the chosen dead of Valhalla. Allowing those who channel it the ability to summon allies from Valhalla.

Honored Assistance

As an action, you can summon a spectre from Valhalla to help you in battle. You gain advantage on the next attack roll you make before the start of your next turn.

Lesser Warriors

(1st level)

You summon a number of spirits equal to half your Wisdom modifier rounded down as an action for 1 minute. The summoned spirits have the same stats as a guard.

The summoned spirits are friendly to you and your companions. The summoned spirits act immediately after your turn in initiative. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no Actions. The DM has the creatures' Statistics.

Mantle of the Warrior

(2nd level)

As a bonus action, you summon a set of spectral armor from the armory of Valhalla to protect you. For 1 minute, you armor class equal 15 + your Wisdom modifier.

Warriors of Valhalla

(3rd level)

You summon a number of spirits equal to half your Wisdom modifier rounded down as an action for 5 minutes. These spirits have the same stats as a knight.

The summoned spirits are friendly to you and your companions. The summoned spirits act immediately after your turn in initiative. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no Actions. The DM has the creatures' Statistics.

Aett Rune (ay-et)

This rune symbolizes the words from a nobles mouth, the speech of a leader, the silvertongue of a merchant. It grants those who channel it greater charm and influence.

Silvered Tongue

As an action, you speak honeyed words of deception and illusion. Choose a creature that can hear you within 30 feet of you, the target must succeed on a Wisdom or become charmed by you until the end of your next turn or until you or your companions do anything harmful to it. When this effect ends, the creature knows it was charmed by you.

Commanding Speech

(1st level)

As an action, you give a speech to a creature that can hear you within 60 feet of you. The target must make a Wisdom saving throw, on a failed save they are charmed by you until the end of their next turn and must take the hide action on their next turn.

Fearsome

(2nd level)

As a bonus action, you impose your presence upon a creature within 30 feet of you. The target must succeed on a Wisdom saving throw or become frightened of your for 1 minute.

Ensnaring Voice

(3rd level)

As an action, you muster forth your power and let it loose in a single word of runic power. Choose a creature that can hear you within 60 feet of you, the target must make a Wisdom saving throw. On a failed save they become charmed by you for 24 hours or until you end this effect, and on a successful save they are charmed by you for 1 minute. You can only have one creature under the effects of this rune at a time.

Bifra Rune (bye-fraw)

This rune symbolizes the bridge between realms, a path from the divine to mortalkind. Those who channel this rune are able to harness its power which allow them to step between realms.

Bridge Step

As an action, you can teleport to an unoccupied space within 15 feet of you.

Spatial Bond

(1st level)

As a bonus action, you choose one willing creature within 6o feet of you and instantaneously swap locations with them. This does not provoke attacks of opportunity.

Prismatic Bolt

(2nd level)

As an action, you summon forth a bolt of chromatic light and launch it a target within 100 feet of you, make a ranged spell attack. On a hit, the target takes 3d10 radiant damage and are teleported to an unoccupied space of your choice within 30 feet of their original location.

At Higher Levels. When you cast this rune using a rune slot of 3rd level, the damage increases by 1d10.

Walk the Realms

(3rd level)

You can spend ten minutes performing a ritual that conjures forth the rainbow bridge. At the end of the ritual, you are immediately transported to a different plane of existence. The specific location on that plane you are transported to is usually a planar gate or circle, but is chosen by your DM.

Saeg Rune (say-eeg)

This rune symbolizes the bond between brothers and sisters, the bond of family, and supporting those you care about. Those who channel this rune are able to bolster their allies, strengthening their courage and resolve.

Ritualistic Bond

You can spend 10 minutes performing a ritual that binds you and up to four other creatures together for 1 hour. Whenever you or one of the other bonded creatures takes damage, you or one of the bonded creature can choose to reduce the damage by an amount up to your Wisdom modifier and take damage equal to the amount it was reduced by.

Courageous Stand

(1st level)

As an action, you can empower yourself to act as a beacon of inspiration for your allies. Choose a number of creatures equal to or up to your Wisdom modifier, the chosen creatures gain 2d6 temporary hit points for 1 hour.

At Higher Levels. When you cast this rune using a rune slot of 2nd level, the number of temporary hit points increases by 1d6 for each slot level above 1st.

Inspiring Presence

(2nd level)

As a bonus action, you magically imbue a creature of your choice with divine inspiration. The target gains 2d6's until the end of their next turn. The target may spend a d6 to add it to an attack roll, damage roll, or saving throw for the duration.

At Higher Levels. When you cast this rune using a rune slot of 3rd level, the number of d6's increases by 1d6.

Bolstering Bond

(3rd level)

As an action, you forge a bond with a willing creature within 5 feet of you. While you and the chosen creature are within 5 feet of each other, you both gain 10 temporary hit points at the start of each of your turns and have advantage on melee weapon and spell attacks.

Lokir Rune (Loak-ear)

This rune symbolizes trickery and cowardice. Allowing those who channel it the ability to manipulate the darkness of this rune.

Shroud of Lies

As an action, you can summon forth a cloud of magical darkness that is centered on you in a 5-foot radius. This cloud lasts for 1 minute.

Trickster's Hate

(1st level)

As an action, you speak words of hatred into the ear of a creature within 30 feet of you that can hear you. Make a ranged spell attack, on a hit they take 1d10 psychic can cannot make attacks of opportunity against you until the end of their next turn.

At Higher Levels. When you cast this rune using a rune slot of 2nd level, the damage increases by 1d10 for each slot level above 1st.

Tapestry of Falsehood

(2nd level)

As an action, you attempt to twist the mind of a creature that you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or see their allies as foes for 1 minute.

Backstab

(3rd level)

As a bonus action, you conjure a dagger into your hand for 1 minute and can as an action on each of your turns make a melee spell attack against a creature within reach. On a hit, the target takes psychic damage equal to 3d10 + your Charisma modifier.

Fenr Rune (fen-ar)

This rune symbolizes destruction and the doom wolf itself. Allowing those who channel it the ability to channel aspects of the doom wolf.

Rending Claws

As an action, you can summon forth claws on your hands for 1 minute. For the duration, you can make an attack with these claws that deals 1d6 slashing damage. This rune’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Break the Chains

(1st level)

As a reaction to being grappled, you can choose for the creature grappling you to make a Strength saving throw. On a failed save, the grapple end. Additionally, you can use this effect to immediately end the restrained condition on yourself as long as your being restrained by nonmagical means.

Servant of the Wolf

(2nd level)

As an action, you conjure a winter wolf that is under your control in a 5 foot space next to you for up to 5 minutes. The wolf acts immediately after your turn and deals fire damage in place of cold damage and is immune to fire damage instead of cold damage.

The Burning End

(3rd level)

As an action, you summon forth a fiery storm centered on you for 1 minute. For the duration, all creatures of your choice within 30 feet of you must make a Dexterity saving throw. Taking 5d6 fire damage on a failed save, and half as much damage on a successful save.

Jormgard Rune (yorm-guard)

This rune symbolizes the sea, the material plane, and the world serpent itself. Allowing those who channel it the blessing of the world serpent.

Fangs of the Serpent

As an action, you can summon forth long fangs in your mouth for 1 minute. For the duration, you can make an attack with these fangs that deals 1d4 piercing damage and 1d4 poison damage. This rune’s damage increases by 1d4 when you reach 5th level (2d4 and 2d4), 11th level (3d4 and 3d4), and 17th level (4d4 and 4d4).

Serpents Embrace

(1st level)

As an action, you summon forth a spectral serpent to wrap around a creature of your choice within 30 feet of you. The target creatures must make a Strength saving throw, being restrained on a failed save for 1 minute and being restrained until the start of your next turn on a successful save.

Venomous Scales

(2nd level)

As an action, you can summon forth the scales of the world serpent to surround yourself for 5 minutes. Whenever a creature hits you a melee weapon or melee spell attack, you can as a reaction deal 2d10 acid damage to the attacker.

At Higher Levels. When you cast this rune using a rune slot of 3rd level, the damage increases by 1d10.

Realm Serpent

(3rd level)

As an action, you can assume the form of a giant constrictor snake for 1 minute so long as you have sufficient space to transform, if you don't you are unable to use this effect. While in this form your size is gargantuan and your melee attacks deal an additional 3d6 acid damage.