Wizard
Base Class: Wizard

The Runekeeper is a master of ancient runes, the language of creation. Inscribing these powerful symbols on simple objects to harness primal forces and bend reality to their will. Through deep study and attunement, they unlock the secrets of the runes, each one offering a unique blend of arcane and divine power. These wizards can etch runes onto objects, creatures, or the very fabric of existence, using them to create dynamic effects, summon legendary energies, and protect themselves and their allies with runic wards.

This is a rework of Grimm7171's homebrewed subclass.

 

Rune Mastery

At 2nd level, you begin your journey into the ancient art of rune magic. You learn to inscribe and activate runes that channel powerful magic. You learn seven runes of your choice from the Rune list, you may select your runes below. You learn an additional rune every time you level up in this class.

Rune Inscription: As a bonus action, you can inscribe a rune onto a weapon, piece of armor, or other object within reach, or in the air in front of you. You may activate the rune as part of the inscription. The rune remains for 1 minute (duration increases at higher levels), until you dismiss it (no action required), or until it is triggered. You can have a number of runes inscribed equal to your Intelligence modifier (minimum of 1). A rune faded after it has been activated and the duration runes out.

Rune Activation: Each rune has a passive and an active spell effect. Passive effects do not require expending charges, but the active effect costs one charge to use. This feature has charges equal to your Intelligence modifier + your proficiency bonus and regains all uses on a long rest.

A rune may stay active longer at higher levels: up to 10 minutes at 6th level, an hour at 10th level, and 24 hours at 14th level.

Runes

Algiz (Protection) 

Algiz symbolizes defense, protection, and sanctuary.

  • Passive: When inscribed on armor, an object or a creature directly, the creature gains a +1 bonus to their Armor Class.
  • Active: all creatures of your choice within 10 feet of the rune gain a bonus to their Armor Class equal to your Spellcasting modifier.
Ansuz (Wisdom)

 Ansuz represents divine inspiration, wisdom, and communication.

  • Passive: creatures of your choice within 10 feet of the rune gain advantage on Wisdom checks and saving throws.
  • Active: This rune detects the thoughts and the presence of magic within 30 feet of it as if by Detect Thoughts and Detect Magic, and sends you the information.
Berkana (Birch Tree)

 Berkana represents growth, healing, and renewal.

  • Passive: Whenever a creature of your choice, that is within 10 feet of the rune get healed, the amount of healing is increased by your Spellcasting modifier.
  • Active: an aura of healing pools out of the rune. All allies within 30 feet regain hit points equal to your Spellcasting modifier multiplied by your proficiency.
Dagaz (Day)

 Dagaz symbolizes daylight, awakening, and breakthrough.

  • Passive: The rune glows brightly in a 20 foot radius, emitting dim light for an additional 20 feet.
  • Active: Creatures within 20 feet of the rune are immune to being charmed or put to sleep by magic, and all invisible objects or creatures become visible.
Ehwaz (Horse)

 Ehwaz symbolizes speed, travel, and partnership.

  • Passive: Creatures that start their turn within 30 feet of this rune gain +10 movement speed for that turn.
  • Active: The rune acts as a heart for a mighty spectral steed. You create the effects of the Find Steed spell as if cast using a 2nd level spell slot. 
Eiwaz (Yew Tree) 

Eiwaz symbolizes resilience, endurance, and protection.

  • Passive: Attacks that hit an ally within 10 feet of the rune deal reduced damage, equal to your Spellcasting modifier.
  • Active: A small wall/shield of wood appears where the rune was, this line is 20 feet long, 20 feet high and 5 feet wide. This wall has hit points equal to 10 times your proficiency and is vulnerable to fire damage.

 

Fehu (Wealth)

 Fehu symbolizes wealth, prosperity, and material gain.

  • Passive: Creatures of your choice within 5 feet of the rune gain advantage on Charisma checks during negotiations.
  • Active: For 1 minute, you can sense the presence of the most expensive objects within 30 feet of you. You do not learn the identity of these objects, but you learn the locations and worth of the items. The DM may decide how many objects you sense.
Gebo (Gift)

 Gebo symbolizes generosity, exchange, and partnerships.

  • Passive: This rune grants the nearest creature temporary hit points equal to your Spellcasting ability, to a maximum of 20.
  • Active: This rune increases the nearest creature's hit point maximum by your Spellcasting modifier multiplied by your proficiency until they take a long rest.
Hagalaz (Hail)

 Hagalaz symbolizes disruption, natural forces, and sudden change.

  • Passive: The rune disrupts a creature's magical abilities, forcing them to roll concentration checks at disadvantage and cancelling a ritual. The range for this rune is 5 feet.
  • Active: A blast of wind and ice shoots out in a 20-foot radius from the rune. All creatures must make a Constitution saving throw (Spell Save DC) or take 2d10 cold damage and be pushed out of the range of the rune. 
Ingwaz (Fertility) 

Ingwaz represents fertility, growth, and internal energy.

  • Passive: The rune produces a number of Goodberry's equal to your spellcasting modifier every dawn, which heals 1 hit point when consumed and provides enough nourishment to last a day.
  • Active: all creatures of your choice adjacent to the rune can take one additional action on their next turn. This can be the Attack, Dash, Dodge, or Disengage action. 
Isa (Ice) 

Isa symbolizes stillness, preservation, and challenge.

  • Passive: The rune reduces the nearest creature's movement speed for one round by twice your Spellcasting modifier, rounded up to the nearest multiple of 5.
  • Active: the ground around the rune in a 30-foot radius becomes covered in ice. All creatures within this area treat it as difficult terrain until they exit the range. Creatures that attempt to move through the area slide all the way to the other side depending on what direction they entered the area. 
Jera (Harvest) 

Jera represents the cycle of the year, harvest, and the rewards of perseverance.

  • Passive: The rune (if inscribed on or near a plant) causes a plant to bloom instantly, producing food or herbs as if using the Plant Growth spell.
  • Active: All allies within 30 feet of the rune regain hit points equal to your Spellcasting modifier every round for the next minute, as long as they have at least a 1 hit point. Flowers bloom within this area. 
Kaun (Fire) 

Kaun represents fire, illumination, and transformation.

  • Passive: This rune causes a magical spark, which turns into nonmagical fire, that ignites the object it was inscribed on. An ignited object is simply on fire, and will spread like a normal fire. If it was inscribed in the air, it creates a small, floating ball of fire for 1 minute, after which it burns out and disappears.
  • Active: The rune sends a number of small fireballs equal to 3 times your Spellcasting modifier at nearby creatures of your choice within 90 feet. A creature targeted by a fireball must make a Dexterity saving throw (Spell Save DC) or take fire damage equal to your Spellcasting modifier. 
Laguz (Water) 

Laguz symbolizes fluidity, life force, and the unconscious mind.

  • Passive: The rune drops up to a 5 by 5 foot cube worth of water, which is pure and safe to drink. This rune ability then cannot be used for 1 minute.
  • Active: The rune emits soothing sounds and soft gusts of wind, as if it were a portal to a beach. Creatures within 20 feet of the rune must make a Wisdom saving throw (Spell Save DC) or begin to sleep, falling unconscious. They remain unconscious for the duration of the rune (up to an hour), until they take damage, or other means of rousing someone awake. 
Mannaz (Man) 

Mannaz represents humanity, intelligence, and social order.

  • Passive: Creatures within 20 feet of the rune can understand and speak one language that you or a creature within the range knows.
  • Active: All creatures of your choice within 20 feet of the rune must make a Charisma saving throw (Spell Save DC) or be magically influenced by you. The failed creatures pursue a course of activity (limited to a sentence or two) that you decide while inscribing the rune, as if by the Suggestion spell. See the Suggestion spell description for further rules on the suggested activity. 
Nauthiz (Need) 

Nauthiz represents necessity, constraint, and endurance.

  • Passive: Creatures within 5 feet of this rune gain telepathy with a range of 30 feet.
  • Active: The rune drops one common item of necessity, depending on the situation and inscriber's will, as well as decided by the DM. (e.g. rations, 50 feet of rope, a flask of oil, etc.) 
Othala (Heritage)

 Othala represents heritage, inheritance, and ancestral power.

  • Passive: The object you inscribe the rune on grants you insight to its history or origin.
  • Active: Allies within 30 feet of the rune gain assistance from their ancestor's spirits gaining the benefits of the Bless spell. 
Perthro (Fate) 

Perthro represents fate, chance, and the mysteries of destiny.

  • Passive: The next saving throw or ability check made within 30 feet of the rune gains a bonus equal to your Spellcasting modifer.
  • Active: The rune reads the future. Allies within 30 feet gain advantage on the next attack roll, saving throw or ability check they make.

 

Raidho (Journey) 

Raidho symbolizes travel, movement, and life's journey.

  • Passive: The rune grants the nearest creature +15 feet to their movement speed on their next turn.
  • Active: This rune either creates or destroys (your choice when inscribing the rune) difficult terrain in a 30-foot radius. Created terrain can be overgrown plants, broken ground, etc. Destroyed terrain acts as normal ground for the duration. 
Sowilo (Sun) 

Sowilo represents success, vitality, and the power of the sun.

  • Passive: Radiant energy oozes from the rune. A creature of your choice that is within 5 feet of the rune gains resistance to radiant damage.
  • Active: The rune glows and bursts into a massive flash of sunlight. All creatures of your choice within 30 feet must make a Dexterity saving throw (Spell Save DC) or be blinded for 1 minute. They may repeat the saving throw on their turn, ending the effect on a success. All creatures within 10 feet take fire damage equal to your Spellcasting modifier.
Thurisaz (Chaos) 

Thurisaz symbolizes the power and force of giants and chaos.

  • Passive: The rune creates a haunting sound in a 10-foot radius. All creatures of your choice within range must make a Wisdom saving throw or be frightened until the end of their next turn.
  • Active: This rune summons, or is struck by, a powerful lightning bolt that hits all creatures within 10 feet. Creatures within range must make a Dexterity saving throw (Spell Save DC) or take lightning damage equal to your Spellcasting modifier multiplied by your proficiency bonus. 
Tiwaz (Tyr) 

Tiwaz symbolizes honor, justice, and self-sacrifice.

  • Passive: Creatures within 10 feet of the rune cannot gain advantage on any roll.
  • Active: You may choose any creature within 10 feet of the rune, and sacrifice a number of hit points (up to half your maximum) to deal or heal twice that much damage to the target. 
Uruz (Strength) 

Uruz represents physical strength, endurance, and power. If this rune is not inscribed on an object, you can grant the effect to a nearby ally.

  • Passive: Creatures within 5 feet of the rune gain a bonus to Strength checks equal to your Spellcasting modifier.
  • Active: The object this rune was inscribed on grants the wielder advantage on all Strength saving throws and Strength checks, and all their melee weapon attacks deal additional damage equal to your spellcasting modifier. 
Wunjo (Joy) 

Wunjo represents joy, harmony, and fellowship.

  • Passive: The rune emits a soothing melody that grants all creatures within 10 feet advantage on saving throws against being frightened or charmed.
  • Active: The rune forces all creatures within 20 feet to make a Charisma saving throw, or be charmed by you, for the duration of the rune, until you harm them or show danger to them in any way.

Rune Engraving

At 6th level, your skill in carving and inscribing runes has allowed you to draw magic from the object itself. You can spend 10 minutes engraving one of your known runes onto an object. This rune remains dormant until activated with a bonus action, after which the magic fades after twice the time it normally would. This method is used similar to rituals, it does not cost a Rune charge.

Rune Reactivation

At 10th level, you have become so skilled with your craft, you link a part of your soul to each rune you inscribe. As long as the object you inscribed your rune on hasn't been destroyed, you can reactivate the rune by expending another Rune charge. Additionally, if the magic in the rune hasn't yet faded, you know exactly where the location of the rune is.

Runic Imprint

At 14th level, you gain the ability to Imprint the power of a rune directly onto a creature, granting them the abilities of the rune. As an action, you can imprint one of your known runes onto a willing creature. For the duration of the rune, the creature can use the rune's abilities, and can activate the rune up to 3 times. Passive effects can be switched on and off. This costs one Rune charge, and can be used a number of times equal to your proficiency bonus per long rest.

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