##### The Runeseeker
–Spell Slots per Spell Level–
| Level | Proficiency
Bonus | Features |Enchanting
Runes Known | Spell
Runes Known| 1st | 2nd | 3rd | 4th | 5th |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:--:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Find Runes, Runic Weapon | — | — | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting, Elemental Burst| — | 2 | 2 | — | — | — | — |
| 3rd | +2 | Rune Secret, Magic Runic Weapon | — | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | — | 3 | 3 | — | — | — | — |
| 5th | +3 | Extra attack | — | 4 | 4 | 2 | — | — | — |
| 6th | +3 | Extra Attunement, Enchanting Rune | 1 | 4 | 4 | 2 | — | — | — |
| 7th | +3 | Rune Secret Feature | 1 | 5 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 1 | 5 | 4 | 3 | — | — | — |
| 9th | +4 | ─ | 1 | 6 | 4 | 3 | 2 | — | — |
| 10th | +4 | Rune Secret Feature| 2 | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Enchanting Rune, Eyes of the Runekeeper| 2 | 7 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 2 | 7 | 4 | 3 | 3 | — | — |
| 13th | +5 | ─ | 2 | 8 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Magical Rampage | 3 | 8 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Rune Secret Feature | 3 | 9 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 3 | 9 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | ─ | 3 | 10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Enchanting Rune | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Rewrite the Laws of Creation | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
## Creating a Runeseeker
When creating a runeseeker, one important aspect is defining they became interested in the study of ancient cultures and languages. Did you discover you are the last descendant of a destroyed culture that you now want to study and pass on to a new generation? Are you just curious to understand all the tiny facets of history and language of a civilization that you find fascinating and exotic? Did your character find a magic axe engraved in runes while mining and started studying the meaning of the symbols, wanting to know more about where it came from and who made it?
What drives you to find the vestiges of old civilizations? Do you want to reconnect with the spirits of your ancestors and recover the artifacts that once belonged to them? Are you an avid reader of epic poems and believe that many of the stories written by old authors hide the truth on where to find ancient cities and relics? Do you want to teach everyone about the long-lost history that you find in your adventures or do you want to keep your precious discoveries and the power that derives from them for yourself?
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### Quick Build
You can make a runeseeker quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Some runeseekers who focus on ranged fighting make Dexterity higher than Strength. Second, choose the guild artisan background. Third, choose the Beacon minor property and the Confident quirk for your runic weapon.
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### Class Features
As a runeseeker, you gain the following class features
- **Hit Dice:** 1d8 per runeseeker level
- **Hit Points at 1st: Level:** 8 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per runeseeker level after 1st
#### Proficiencies
___
- **Armor:** Light armor, medium armor, shields
- **Weapons:** Simple weapons, martial weapons.
- **Tools:** Choose one from smith's tools or woodcarver's tools
- **Saving Throws:** Strength, Intelligence
- **Skills:** Choose three from Arcana, Athletics, History, Investigation, Nature, Perception, and Persuasion.
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* a martial weapon and a shield or *(b)* two martial weapons.
- *(a)* chain mail or *(b)* Studded leather, longbow, and 20 arrows
- *(a)* a scholar's pack and 2 daggers or *(b)* a dungeoneer's pack and 2 hand axes
- *(a)* a set of smith's tools or *(b)* a set of woodcarver's tools
### Find Runes
Runes can be found hidden in the most unexpected places, and they can look like meaningless cuts on stones even to the most experienced wizard, however your experience in exploring ancient ruins and knowledge of ancient cultures is unparalleled. You have advantage on Intelligence (History) checks related to the buildings and engravings of ancient civilizations, as well as on Wisdom (Perception) checks and Intelligence (Investigation) checks in the surroundings of the remains of ancient civilizations when looking for hidden runes and runestones.
Runestones function like scrolls, except that they are only a few symbols engraved on small stones and they are written in lost runic characters that are not related to any specific language but represent directly magical energies. Only runeseekers can activate runestones.
### Runic Weapon
You have a supernatural bond with your favorite weapon, one that either you yourself enchanted, or that you found or received already bearing ancient runes. When you get this feature, choose one of your weapons. That weapon becomes your runic weapon. Your runic weapon is indestructible and you may summon it as a bonus action on your turn, causing it to teleport instantly in your hand.
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Due to the immense power flowing through your runic weapon, it has a minor property and a quirk. Choose one of the minor properties in the Minor Property table in Chapter 7 of the Dungeon Master's Guide, and then choose a quirk from the Quirk table in the same page. Discuss with your DM these decisions. If you are not the creator of your runic weapon you may want to choose with your DM characteristics from the Creator or Intended User table and the History table as well. Your DM may also want you to roll on these two tables instead of choosing.
The runic weapon does not require attunement, however you can only use one runic weapon at a time. The runic weapon doesn't count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can change your weapon at any time by performing a re-engraving ritual that takes course over an 8-hour period. Once this process is complete, the previous weapon becomes inert of its' magical properties and acts as its' mundane counterpart. Magical weapons and objects may not be used in this process (Their strength lies outside the bounds of the runeseekers knowledge)
### Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
#### Archery
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.
#### Defense
While you are wearing armor, you gain a +1 bonus to AC.
#### Dueling
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
#### Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
#### Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.
#### Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
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### Runecasting
Studying and activating runes confers almost magic like power unto you. They are extremely concise and your runic weapon has enough space to contain all your spells, growing more and more covered in inscriptions as your repertoire expands. You choose spells from the runeseeker spell list. See chapter 10 on the Player's Handbook for the general rules of spellcasting and the end of this document for the runeseeker spell list.
#### Prepared or instantenous casting
Originally, this homebrew document had many conflicting features, some found in the spellcasting parts. The class wanted to be both a caster that prepares spells, and one that just knows spells. It wanted to treat its runic weapon the same way as a wizard treats its spellbook, with spells copied and prepared, but at the same time, limiting the number of spells know as for a sorcerer. Example, at level 12, it had access to 10 spells - excluding copied runes, of course - of which it could prepare 15-17 (depending on intelligence). If the creator wanted to limit the number of spells accesible, s/he chose a number too big for that. If wanted to make it more like a wizard, chose a number too small
To get around this duality, I have taken the liberty to rework this segment of the class into a proper half caster, including options for this class to be played either as a prepared, wizard like caster with spellbook, or as an innate caster, much like the UA ranger.
#### Runic Weapon as a Spellbook
If you are playing this class as a prepared caster, ignore the "Spell runes known" column of the class table.
Instead, when you gain the ability to cast spells at 2nd level, your runic weapon contains six 1st-level runeseeker "spells" or spell-runes of your choice. At each new Runeseeker level, you can inscribe another rune spell that you have slots for, onto your Runic Weapon for free from the Runeseeker spell list. The runes that you add to your runic weapon as you gain levels are each in the form of few specific characters coming from the research you conduct around ruins and in libraries, as well as from intellectual breakthroughs you have had about the way they interact. You may find runes during your adventures, such as a runic spell recorded on the grave of an ancient mage king, or out of luck on a pebble on the side of a river, or even on the sword of a rival runeseeker.
Copying a rune into the runic weapon works similarly to a wizard transcribing a spell into their spellbook - through time, effort, and gold. You may engrave runes you find onto your runic weapon that is 1st level or higher as long as it is of a level for which you have spell slots and if you can spare the time to study and engrave them. For every level of the spell-rune being inscribed, 2 hours and 50 gp is consumed. This represents the spent material costs of both leaning the intricacies entailed within the rune, as well as the arduous process of engraving.
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#### Preparing and Casting Spell-Runes
The runeseeker table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of runeseeker spells that are available for you to cast. To do so, choose a number of runeseeker spell-runes from your runic weapon equal to your Intelligence modifier + half of your Runeseeker Level, rounded down (minimum of one spell-rune) The spell-runes must be of a level for which you have spell slots.
For example, if you're a 5th-level runeseeker, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination, chosen from your runic weapon. If you prepare the 1st-level spell hellish rebuke, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of runeseeker spells requires time spent maintaining and potentially cleaning the runes, memorizing their locations on the Runic Weapon, the shapes and command words you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
#### Spontaneous caster
If you wish to play your Runeseeker as a half-caster, with acces to all of your spells known at all times (like a sorcerer or bard half of your level, or as an UA ranger of your level):
At second level, you know two 1st-level spells of your choice from the Runeseeker spell list.
The Spells Runes Known column of the Runeseeker table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Runeseeker spells you know and replace it with another spell from the Runeseeker spell list, which also must be of a level for which you have spell slots.
> ##### Unresolved issues
>
> As I mentioned, this class was a hybrid of both spellcasting systems.
>
> While separating the two systems from each other has cleared up many conflicts, I am sure some remain. Chief among them is the second variation's inability to copy rune spells. While thematically it would make sense, I am unsure as to how it would affect the balance of the class.
>
>I highly suggest consulting with your GM regarding this mechanic.
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#### Spellcasting Ability
Intelligence is your spellcasting ability for your runeseeker spells since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a runeseeker spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier.
**Spell attack modifier** = your proficiency bonus + your Intelligence modifier.
#### Arcane Focus
You can use an arcane focus (found in chapter 5 in the Player's Handbook) as a spellcasting focus for your runeseeker spells. Your runic weapon counts as spellcasting focus for you.
#### Martial Somatic Components
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
> ##### Runeseeker's "Spell" Casting
>
> A Runeseeker does not fundamentally have the ability to cast magic - they are activating the runes they have aquired to perform effects similar to spells. For mechanical purposes, these still act as spells and can be affected by spells such as *anti-magic field* because the runes can't be activated to cast their spells
>
> When you cast spells, you are activating them using your runic weapon. Maybe you cast the 1st-level spell *thunderwave* by shouting a battle-cry and slamming your warhammer into the earth, or point your sword at your foe and cast *magic missile*. While mechanically these spells may be cast just the same as if a wizard had, thematically they should feel far different
### Elemental Burst
Starting at 2nd level, you add a rune to your weapon that lets you release elemental explosions originating from the point of contact between your weapon and your foes. When you hit a creature with a weapon attack using your runic weapon, you can expend one runeseeker spell slot to attempt to deal elemental damage to all creatures in 10-foot radius sphere centered on the creature you hit. If the original attack roll would hit any of the creatures in the sphere, it takes 2d6 damage for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. Choose the damage type between a damage type that any of your prepared spells can deal. You are immune to the damage of your own elemental burst.
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### Rune Secret
When you reach 3rd level, your knowledge of runes reaches forgotten techniques to create enchantments with runes. You choose the Secret of the Soul Runes, the Secret of the Mind Runes or the Secret of the Blood Runes, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th and 15th level
### Magic Runic Weapon
At 3rd level, you are getting closer to etching runes onto your weapon that alter its fundamental properties. You discover a new rune that allows you to imbue a tiny amount of magic into your runic weapon. When you attune to your runic weapon, it counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 14th, 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
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
### Enchanting Runes
Starting at 6th level you discover new runes to enchant your runic weapon permanently (?????)with great powers. Your runic weapon now gains one enchanting rune of your choice and may be attuned to. The enchanting runes provide their bonus only when you are attuned to your runic weapon. Your enchanting runes options are detailed at the end of the class description.
You discover/create new enchanting runes again when you reach 10th, 14th and 18th level. Each of them can be etched into the weapon at the gives levels, as shown on the Enchanting Runes Known table, but each rune required a separate attunement.
### Extra Attunement
When you reach 6th level, you can attune to an additional magic item. In addition, any Enchanting runes you are attuned to only act as 1/2 of an attunement slot.
### Eyes of the Rune Keeper
When you reach 11th level your knowledge of ancient written languages has reached its peak. You can now read and understand all languages.
### Runic Rampage
At 14th level, you can focus your weapon's fury towards the runic spells engraved on it. When you hit a creature with a weapon attack, you may cast, as a bonus action, a spell that has a casting time of 1 action.
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### Rewrite the Laws of Creation
When you reach 20th level you learn the true nature of runes, and understand their complexity beyond what others could ever dream. You have gained the ability to create runes instantaneously out of pure energy with thought alone. You may now cast any runeseeker spell without expending their verbal or somatic components. This process is very taxing for mortals, and you can only do it a number of times equal to your spellcasting ability modifier, a minimum of once, per long rest.
Also, once per long rest, you may cast any 8th-level or lower spell from the wizard spell-list. This spell counts as a runeseeker spell for you. You do not need to have this spell prepared, or have it etched on your Runic Weapon in any form, however you must be able to pay for any gold or material costs necessary for its' casting.
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# Rune Secrets
To use runes it is necessary to carve or etch them onto something. Usually, runeseekers carve runes on stones and on their runic weapon, however, with the advancement of their studies they discover new ways to inscribe runes, either as an improved way to carve on their weapon or new methods to inscribe runes on different things.
## Secret of the Soul Runes
Runeseekers that reveal this secret seek to become master weapon crafters, attempting to craft sentient weapons through the magic imbued by their runes. Sometimes called soulsmiths, mastersmiths or arcane artisans, these runeseekers often seek to recreate long-lost techniques of weapon crafting by finding ancient artifacts or forgotten ancient guides.
### Master Artisan
At 3rd level, you gain proficiency with smith's tools or woodcarver's tools if you are not proficient in both already. Your proficiency bonus is doubled for any ability check you make that uses either of the two proficiencies.
### Awakened Runic Weapon
At 3rd level your runic weapon becomes a sentient magic item that can communicate with you by transmitting emotions and can sense the surrounding world within 5 feet through blindsight. You can decide the runic weapon's intelligence, wisdom and charisma by assigning the following scores in the order that you prefer: 14, 10, 8. The DM shall help choose the weapon's personality based off the tables found within the Dungeon Master's Guide. The weapon remembers everything that happened to it from the moment it was created.
At levels 7th, 10th and 15th the weapon's conscience and perception will grow in various ways. At 7th level it will be able to communicate with you telepathically while it is able to perceive your presence and its blindsight grows to 30 feet. At 10th level the weapon becomes able to produce sounds and speak two languages of your choice and its blindsight grows to 45 feet. At 15th level the weapon becomes able to communicate telepathically with anyone it is able to perceive the presence of, its blindsight grows to 60 feet.
At levels 7th, 10th and 15th you can increase one of its ability scores of your choice by 4, or you can increase two ability scores of your choice by 2. As normal, you can’t increase an ability score above 20.
### Sculpted Burst
At 7th level your runic weapon can create pockets of relative safety within the effects of your Elemental Bursts. When you use your elemental burst you can choose a number of creatures equal to your spell-attack modifier. The chosen creatures are immune to the damage of your Elemental Burst.
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### Powerful Release
At 10th level your runic weapon learns how to release its energy with even more might at your command. Your elemental bursts now affect a 20-foot radius sphere centered on the creature you hit, instead of a 10-foot one. Also, the damage dice of your elemental burst change from d6 to d8s.
### Ultimate Affinity
At 15th level you and your runic weapon reach perfect mental coordination that lets you grant to the weapon the chance of moving freely on its own. You can move your runic weapon magically as long as your hands are free and the runic weapon is within 5 feet of you. In combat, you can attack as if using your hands without having to move a muscle.
In addition, you have learned how to release the energy of all the runes on your weapon in a massive, powerful blast. Once per long rest, when you attack and hit an enemy, you may sacrifice any number of spell slots you have available. If you choose to do so, all living beings within a 40 foot radius must make a Dexterity saving throw against your spell save DC. Targets who fail their save take 1d8 force damage for every level of spell slot sacrificed and are pushed back 60-feet. You take halve the amount of hit dice damage, with no ability to dodge or resist. Using this ability will render your runic weapon "unconscious" and you may not use abilities from its' Enchanting Runes until the next long rest when you are able to reawaken it by recarving its' runes
##### 1st Level
- Absorb Elements
- Chaos Bolt
- Color Spray
- Comprehend Languages
- Cure Wounds
- Detect Magic
- Detect Evil and Good
- Expeditious Retreat
- Feather Fall
- Heroism
- Identify
- Magic Missile
- Longstrider
- Sanctuary
- Searing Smite
- Shield
- Thunderwave
- Witch Bolt
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##### 2nd Level
- Aganazzar's Scorcher
- Aid
- Arcane Lock
- Continual Flame
- Darkness
- Dragon's Breath
- Enhance Ability
- Enthrall
- Gust of Wind
- Heat Metal
- Hold Person
- Invisibility
- Maximilian's Earthen Grasp
- Mind Spike
- Nystul's Magic Aura
- Scorching Ray
- See Invisibility
- Shatter
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##### 3rd Level
- Blink
- Counterspell
- Daylight
- Dispel Magic
- Flame Arrows
- Glyph of Warding
- Lightning Bolt
- Remove Curse
- Tidal Wave
- Tongues
- Water Breathing
- Water Walk
##### 4th Level
- Arcane Eye
- Banishment
- Blight
- Control Water
- Death Ward
- Dimension Door
- Fabricate
- Fire Shield
- Freedom of Movement
- Ice Storm
- Leomund’s Secret Chest
- Mordenkainen's Private Sanctum
- Otiluke’s Resilient Sphere
- Polymorph
- Stone Shape
- Stoneskin
- Stormsphere
##### 5th Level
- Animate Objects
- Awaken
- Cloudkill
- Cone of Cold
- Creation
- Dawn
- Dominate Person
- Geas
- Immolation
- Passwall
- Planar Binding
- Telekinesis
- Teleportation Circle
- Transmute Rock