reviews

Thimbleton Inksquire’s Runic Compendium

From Runic Press comes Thimbleton Inksquire’s Runic Compendium, a 5e supplement introducing the Runic Magic system. It aims to offer new ways of approaching magic and introduces different methods of playing classes who have had restrictions on the magical options available to them. 

Coming in at 173 pages, the Runic Compendium offers seven chapters of content including 16 new subclasses, 80 powerful runes, 20 runic magic items, and a brand-new adventure alongside beautiful art! The table of contents is fully hyperlinked for ease of navigation, and each page has a side border indicating which chapter you are in, as well as the page. I thought it was a nice touch.

While this is the first release I’ve reviewed from Runic Press, it isn’t the first I’ve written about a supplement from this team. I wrote about Baba Lysaga’s Nocturnes & Nightmares last year, and if you want to read my thoughts on the electrum best selling 5e horror supplement you can do so [here]. 

I received a complimentary copy of Thimbleton Inksquire’s Runic Compendium for review purposes and will always be transparent about times where this happens.

Overview

Though still a form of magic, runes are often more potent expressions than spells and incantations as they come closer to directly touching the weave itself. The only check on this power is the breadth of a runecaster’s imagination and the possibility of suffering explosive failure at any time.

Thimbleton Inksquire’s Runic Compendium introduces Runecasting as an arcane art harnessing the vast energies found in the power of language. Unlike regular spellcasting, runes need to be etched onto a surface – be it parchment, weapons, or even flesh – offering a plethora of options for gameplay. It is designed to be a high-risk, high-reward system that keeps players on the edge of their seats. 

My Thoughts

First, I think Thimbleton Inkqsuire, Master Arcanesmith is a charming (and opinionated) character! Thimbleton introduces the volume and the personality in the writing immediately shines through. There are three important rules to Runecasting, Thimbleton tells us: never cast a rune without a purpose, refrain from attempting to create new runes (without centuries of experience), and ensure that Casden Aratus does not gain access to the compendium (he’s mentioned briefly and in no uncertain terms as a villain, and will be returning in an upcoming adventure for level 15+ heroes). 

A brief note on the runes: they are based in languages present in 5e so you can find Elven, Dwarven and Draconian runes among others. “Arrange” was an interesting one, allowing you to change the orders of the runes inscribed on a willing creature – handy for determining which rune would be destroyed first when the direct damage threshold is met. I enjoy that Runecasting also interact with existing spell rules for 5e. Runes cannot, for example, be used within antimagic fields and can be damaged directly by spells such as Shatter

I took a closer look at the new Rogue subclass: Codecracker. I had my idea of how runes could be used in an interesting way to interact with the rogue class fantasy, and wanted to see how that compared to what was present in the supplement. Unsurprisingly, their idea is much cooler! I can’t speak to the other subclasses as I only looked at this one, but I thought the idea of Codecrackers gaining two additional languages at third level made a lot of sense given that runes are said to be based in universal language. I’ve always been fascinated with how different languages could impact the formation and effects of magic, and this nodded to that interest nicely.

Codecracker comes with some powerful class features! Code Sense is the main feature this subclass is based around and allows for a new way to maximize Sneak Attack damage which, as all Rogue players and DMs know, can end encounters much more quickly than expected. At higher levels you are offered additional ways to make use of this ability and expand upon its power. I can easily see how players would get excited when this feature comes into effect and know I would be right there along with them! 

I think a Codecracker would be really satisfying to play, and the immense benefit granted by Code Sense in terms of Sneak Attack damage is easily mitigated by simply not having players encounter countless scores of enemies bearing runic effects – Code Sense only allows Sneak Attack damage on all attacks for an hour after its use on “creature[s] bearing a runic or spell-like effect”.

Now, one interesting thing about runes – and there are plenty – is that they can be destroyed. You do this by dealing direct damage to the rune, such as with the spell Shatter. With this in mind, and the knowledge that runes can be inscribed on your person, I was particularly interested in one of the new magic items presented in the volume: Canter’s Coif. Part of this attunable item’s benefit is that it grants immunity to spells or magical effects that require you to be able to hear them. One could make the argument that Shatter with its wording of “a sudden loud ringing noise, painfully intense, erupts from a point of your choice” counts as a spell that requires the target to be able to hear it. The Coif would thus make you immune and, if your runes are inscribed on your body… I’m not saying a DM would allow this, but it was a cool item to see and go “oh, I can see how this works nicely with other things I’ve read in the volume!”

The last point I want to touch on is the adventure: Yap-Yap’s Slap Trap. Yap-Yap is a kobold leader who has led his warren into the forgotten depths of the earth, uncovering a terrifying construct intent on sowing destruction throughout the world in the process. Not an ideal situation, I think we can all agree! This is a tier one adventure and meant to introduce rune magic to players at low levels and sees you exploring the kobold’s warren – the former lair of a white dragon – and working through its various chambers and rooms until finding the terrible creature Yap-Yap and his people stumbled across. A map for the adventure comes with the Compendium so that everything you need to run it is easily accessible – personally I think it would also be a fun opportunity to introduce one of the new magic items, even if only for the party’s temporary use!

To Conclude

Thimbleton Inksquire’s Runic Compendium is a comprehensive volume offering a bright and evocative magic system through Runecasting. At over 170 pages, it includes everything from new backgrounds and subclasses to monsters and items. I personally appreciate how it meshes with existing rules for spellcasting in 5e while still offering something entirely new.

The runes are also all presented with illustrations, which I thought was a very fun addition. Seeing what the visual language looks like adds a depth to the Compendium that I appreciate, and it makes it easier to doodle your favourites in different combinations! Lastly, the art within the book is beautiful. The illustration for one of the monsters, the Hearthmare, immediately comes to mind – its mane and tail of blue fire has a lovely movement to it and I very much want to befriend one (you can find it on page 134).

You can grab a copy of Thimbleton Inksquire’s Runic Compendium on DriveThru RPG, and readers of The Cozy Cauldron benefit from a discount provided by Runic Press by purchasing through this link [here]! 

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