Runic Warden

Runic Wardens empower their body and mind by inscribing runic markings upon themselves, drawing power from the ancient symbols and the ambient magic in their surroundings. These Chanellers are sturdy and resilient warriors, channeling both physical and magical endurance. Through their runes, they absorb damage and elemental energy, converting it into raw power to fuel their attacks and bolster their defenses. A Runic Warden stands at the frontline of battle, unyielding and grounded, a living embodiment of the natural forces they wield and protect.

Level 3: Runic Warden Spells

You learn additional spells when you reach certain levels in this class, as shown in the Runic Warden Spells. These spells count as Chaneller spells for you and do not count against the number of spells you prepare.

Runic Warden Spells
Chaneller LevelSpells
3Hellish Rebuke, Heroism, Shield
5Barkskin, Enhance Ability
9Counterspell, Magic Circle
13Fire Shield, Stoneskin
17Wall of Force, Teleportation Circle

Level 3: Runic Warrior

When you take this subclass at level 3, you gain proficiency in medium armour and shields, and you gain proficiency with martial weapons.

Level 3: Arcane Defense

When you take acid, cold, fire, lightning, or poison damage from a spell or magical effect, you can use your reaction to halve the damage (rounded down). You can use this feature a number of times equal to your Spellcasting modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Level 6: Spellwright Combat

When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Level 10: Spell Shield

When you receive magical damage or a spell effect, you can roll a d6. On a result of 6, you regain an expended 1st level spell slot.

This feature improves as you gain Chaneller levels:

  • Starting from 13th level, you can roll a d8. On a result of 8, you regain a 2nd level spell slot.
  • Starting from 18th level, you can roll a d10. On a result of 10, you regain a 3rd level spell slot.

Spell slots regained in this way do not count towards your Spell Salvaging feature. You can regain one spell slot in this way per Short Rest.

Additionally, when an ally within 15ft of you is about to be hit by a spell, you can use a reaction to redirect the spell to target you. You can activate your Arcane Defense feature as part of the same reaction. At level 18, the range increases to an ally within 30ft of you.

Level 14: Arcane Wall

When you finish a short or long rest, you can choose one of the following damage types: acid, cold, fire, lightning, or poison. You gain resistance to the chosen damage type until you finish your next short or long rest.

During that same rest, you can touch other creatures and expend one 1st-level spell slot for each creature you wish to affect. Each creature you touch in this way gains resistance to the chosen damage type until they finish their next short or long rest.