Runeseeker, revised, cleaned up

by estneked

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The Runeseeker (Revised), version something something

Touching the stone walls, with a look of fascination in his eyes, a dwarf examines the ancient glyphs engraved upon it, feeling the power they emanate with his fingertips. The axe suddenly alights in a pale glow, and without hesitation he swings it at a group of shadow creatures. The moment the axe cuts the first, the runes decorating it grow even brighter and erupt in an explosion of flames.

Riding a wyvern covered in runic tattoos, a human clad in golden plate armor charges at a red dragon in the sky. She whispers an incantation as she touches her lance, which chills and seemingly turns to ice. The dragon rends with his claws against her large shield as she pierces his scales with her lance.

A Tiefling, scarred by runes and horrifying designs dotting his body stands in the middle of a circle, chanting and dancing slowly while wielding a longsword. Suddenly he slices all along his own arm, letting the blood flow on to the circle. The candles' flames become extremely bright and in a flash of light, a demon appears in front of him. He commands it to kneel before him, and a diabolic grin spreads across his face as the intruder obeys.

Runeseekers are as interested in improving their magical power as they are in satisfying their own curiosity. Runes are, by themselves, a very ancient source of magical power used in the creation of the universe itself. To understand them requiries both constant study and direct experience - most often on excavation missions into ancient ruins. Runeseekers are usually practical thinkers, knowing full well that delving into caverns filled with monsters is dangerous, and they prefer being well equipped. Runeseekers traditionally store their knowledge on useful objects, usually weapons that they also cover with enchantments, and in order to learn how to carve their runes, they often become excellent weapon crafters.

There are many more runes than the traditionally known ones that evolved into the dwarvish script. Most magical runes are ideographic, not phonographic, and their shape can change greatly from culture to culture. Runeseekers learn their hidden meaning in order to activate their magical powers. While runeseekers most commonly use runes with a Norse style, they may take the shape of oriental ideographs, detailed glyphs, tiny alchemic circles, cuneiform pictographs found in pyramids or even simplified doodles found in caves. The power of a rune is not in it's shape, but in the universal power they hold within them

The runeseeker was, to my knowledge, created and complided by "caller of crows". Any difference between this and the original is created for two puposes: balancing, and easier acceptance by teh GM I am currently playing with, in hopes of easier acceptance

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?

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.

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.

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.

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.

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.

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.

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.

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.

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.

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

Secret of the Mind Runes

Some runeseekers have a personal preference for enchantment, curious about finding ways to permanently influence the mind of other creatures. Others have a strong desire to be leaders and don't like to get their hands dirty with lowly jobs. Some want to punish evildoers and take them under their control to force them to act for good under their service. In other cases they are master riders or beast trainers that want the talent to tame anything. For these and other reasons, runeseekers might discover the technique of controlling minds by tattooing runes on living flesh.

Often these runeseekers earn themselves different titles depending on the creatures they are most often seen with. For example, a dragon trainer, an elemental lord, or a demonic knight. Others are less picky about who they will control and earn more generic names such as mind benders or arcane slavers.

Runes Upon the Living

At 3rd level, you have learned the art of applying runes on to other beings through paint or ink. You gain proficiency with either tattooist's tools or artist's supplies. You can now draw runes on other creatures using tattoos or paints.

The Binding Mark

At 3rd level, you learn how to place mind-bending runes on other weaker creatures to make them into your subordinates. With a 4 hour ritual, you may attempt to bind an unconscious creature with 0 current hit points, a challenge rating of 1 or lower, and an intelligence score of 8 or lower. The creature may make an Intelligence save with disadvantage against your Spell save DC. If succesful, the creature becomes bound to you. After the creature is bound to you their intelligence score permanently becomes 1. The bound creature is now covered in tattooed or painted runes that grant you control over it. You may bind only one creature at a time - when another creature is bound in this way, you immediately lose control of the previously bound creature.

The bound creature obeys your commands as best as it can. If the creature is not mounted it rolls its own initiative, but it doesn’t take an action unless you command it to. If the creature is mounted it takes its turn on your turn. You may use a free action to command it to move and a bonus action to allow it to use its attack. When you are unconscious or sleeping and when you are more than a mile away from the bound creature, the bound creature becomes unconscious. The bound creature is immune to damage from your elemental burst.

You can bind more powerful creatures at higher levels. At 7th level, you can bind a creature with a challenge rating of 4 or lower. At 10th level, you can bind a creature with a challenge rating of 6 or lower. At 15th level, you can bind a creature with a challenge rating of 12 or lower.

Empowered Command

When you reach 7th level, the binding rune you place now also empowers its' captive. The bound creature gains +2 to all Strength, Dexterity, and Constitution ability checks and saving throws. This bonus increases at 15th level to be +4.

Undying Servant

When you reach 10th level, your runes are now shaped in a way where they will keep those bound to you alive through extraordinary means. Whenever your bound creature's hitpoints are below half its' hitpoint maximum, it regenerates 1 hit dice worth of hp at the start of every one of its' turns. This increases to 2 hit dice at 15th level.

Secret of the Blood Runes

Sometimes called blood mages, blood knights or simply skincarvers, these runeseekers have no qualms when it comes to achieving more power. Experimenting with their own skin and blood they transform their weapon into a part of their body, bonding through the forbidden use of blood sacrifices. Specialized in the flow of life force and magical power, they soon start to understand how to manipulate this flow between living creatures in order to steal the vital energy out of other beings. Sometimes they try to use their macabre powers for the greater good, however this is a hard path, for it becomes hard to keep their grip on their sanity. Others just embrace the insanity and transform their bodies in a canvas for carved runes, sometimes even transforming themselves into vampires or liches without the slightest shade of regret.

Skin Carved Runes

At 3rd level, you gain proficiency with skincarver's tools. Skin carving is a technique similar to tattooing, but distinct in that the skin is carved by chisels and stained from blood. You also gain proficiency with the Medicine skill if you don't have it already. If you are already proficient in the Medicine skill, your proficiency bonus is doubled for any ability check you make that uses Medicine. You may skincarve runes on to your own body.

Blood Bounty

At 3rd level the runes you have carved on your skin have let you become more attuned to your weapon, creating a strong bond that lets you drain life from the blood of your slain enemies. When you reduce a hostile creature to 0 hit points, you regain hit points equal to the full damage that your attack would have inflicted if the creature's hit points weren't reduced to 0.

Blood Magic

At 3rd level, you may sacrifice blood to regain magical energy. You can use a bonus action to take 1d10 slashing or piercing damage and recover a 1st level expended runeseeker spell slot. This damage cannot be reduced by resistances, immunities or by other means.

Drain Surge

At 7th level the runes you carve on your skin let you gain more control over when to drain life from your enemies. When you hit a creature with a weapon attack using your runic weapon, you may decide to regain hit points equal to half the amount of damage dealt with the attack to that one creature.

Bloodlust

At 10th level when you drain life from your foes without the need to recover from your wounds, you may enter a state of uncontrolled bloodlust. When you would regain hit points from your Blood Bounty or Drain Surge abilities but your current hit points are already equal to your total hit points, you may go into a bloodlust - until the end of your next turn you gain advantage to all attack rolls and deal 1d6 more damage to any creature you hit.

This effect does not stack if it is triggered again. The effect lasts until the end of the next turn starting from the last trigger that ensued. During a bloodlust the flesh of one of your hands grows into your weapon and vice versa, blending seamlessly. You can't be disarmed from your runic weapon and you can't sheathe your sword or use the hand for anything other than attacking with your weapon until the bloodlust ends. After your bloodlust ends, you gain one level of exhaustion

At 15th level, the bonus damage from the bloodlust state increases to 2d6.

Advanced Blood Magic

At 15th level you reach the final understanding of blood magic. You may now sacrifice blood to improve the power of your spells. When you cast a spell you can take 1d10 slashing or piercing damage and cast the spell as if it was cast with one higher spell slot than the one you used, or a level higher for each additional 1d10 damage that you are willing to take. If the damage brings you to 0 hit points the spell is not cast. This damage cannot be reduced by resistances, immunities or by any other means. The spell level can exceed your highest spell slot level. For example, if you are a 17th level runeseeker and you cast a 5th level spell you can take 2d10 damage to cast it as a 7th level spell, 1d10 damage to cast it as a 6th level spell or 4d10 damage to cast it as a 9th level spell.

Enchanting Runes

As you gain levels in the runeseeker class, you learn special enchanting runes that were used in the forging of many magical artifacts and weapons and may imbue them into your own runic weapon. You may not choose the same rune more than once. All of these runes require individual attunement. Your runic weapon increases in rarity as it attains these runes - it becomes a Rare magic item when you add the first rune, Very Rare with the second one, and Legendary with the third. While your runic weapon may hold up to any number of enchanting runes, it may only have 3 runes of those marked with an " * ". The effect of any runes marked with an " * " stack, and so the Runic Weapon can be a +3 weapon with additional magical effects, at the cost of 2 attunement slots. Whenever you gain a level in this class where you are able to obtain a new enchanting rune, you may also switch out any previous enchanting Rune with another. (???????)

*Arrow Rune

You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon is ranged it can automatically generate its own ammunitions when shooting as long as you don't want to use your ammunition. If you choose to let the weapon generate its own ammunition, it loads itself and loses the loading property if it has it.

Corrosion Rune

When you hit a creature with this weapon, that creature takes an extra 1d4 acid damage, at the start of their next turn the creature takes 1d4 more damage.

*Death Rune

You gain a +1 bonus to attack and damage rolls made with this weapon. When you hit a creature with this weapon, if the target has 20 hit points or fewer after taking this damage, it must succeed a Constitution saving throw or be destroyed. The DC of the saving throw is 15 plus your proficiency bonus.

Decay Rune

When you hit a creature with this weapon, that creature takes an extra 1d6 necrotic damage and the creature can't regain hit points until the end of their next turn.

Defense Rune

You gain a +1 bonus to your AC when holding this weapon.

Fear Rune

When you hit a creature with this weapon, that creature takes an extra 1d6 psychic damage. You can choose to cause the creature you hit to be frightened until the end of their next turn. This property can't be used again until the next dawn.

*Ferocity Rune

You gain a +1 bonus to attack and damage rolls made with this weapon. You now score a critical hit on a 19-20 when you roll an attack with this weapon

Flame Rune

When you hit a creature with this weapon, that creature takes an extra 1d6 fire damage. You can use a bonus action to speak this weapon's command word, causing flames to erupt from it. These flames shed bright light in a 60-foot radius and dim light for an additional 60 feet. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

*Flight Rune

You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon is melee and doesn't have the thrown property it gains the thrown (20/60) property. If the weapon already has the thrown property or the ranged property, its normal range increases by 20 feet and its maximum range increases by 60 feet.

Force Rune

When you hit a creature with this weapon, that creature takes an extra 1d6 force damage and is pushed up to 10 feet away from you or pulled 10 feet towards you.

Frost Rune

When you hit a creature with this weapon, that creature takes an extra 1d6 cold damage and its speed is reduced by 10 feet until the end of their next turn, it can't be reduced by less than 10 feet this way.

*Knowledge Rune

You gain a +1 bonus to attack and damage rolls made with this weapon. When you make an Intelligence check you can choose to get advantage on that check. This property can't be used again until the next dawn.

*Lightweight Rune

You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon is melee and has the heavy and two-handed property it loses them and gains the versatile property, it deals its normal damage when used with two hands and 1d8 damage when used with one hand. If the melee weapon doesn't have the heavy or two-handed property, it gains the light and finesse properties.

*Luck Rune

You gain a +1 bonus to attack and damage rolls made with this weapon. You can call on the weapon's luck (no action required) to reroll one attack roll you dislike made with this weapon. You must use the second roll. This property can't be used again until the next dawn.

Oath Rune

When you use this weapon to make an attack, you can speak this weapon's command word and make the target of your attack become your sworn enemy until it dies or until the next dawn. When your sworn enemy dies you can choose a new one after the next dawn. When you hit your sworn enemy with an attack, it takes an extra 2d6 damage to the weapon's type.

Radiance Rune

When you hit a creature with this weapon, that creature takes an extra 1d6 radiant damage. You can choose to cause the creature you hit to be blinded until the end of its next turn. This property can't be used again until the next dawn.

Rage Rune

When you hit a creature with this weapon and your current hit points are equal to less than half of your total hit points, the target takes an extra 1d10 damage of the weapon's type.

*Return Rune

You gain a +1 bonus to attack and damage rolls made with this weapon. You can cause the weapon to teleport instantly in your hand without expending a bonus action, with the same effort that it requires you to normally sheath the weapon. If the weapon has the thrown property it automatically appears in your hand right after each attack.

*Shapelessness Rune

You gain a +1 bonus to attack and damage rolls made with this weapon. You can expend your bonus action to transform this weapon into any weapon, it gains all of the properties of the new weapon and stays into that shape permanently until changed into a new one. You are proficient with whatever form your weapon takes.

*Sharpness Rune

You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon deals slashing damage, when you attack a creature with this weapon and roll a 20 you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.

Storm Rune

When you hit a creature with this weapon, that creature takes an extra 1d6 lightning damage and can't take reactions until the end of your next turn.

Thunderclap Rune

When you hit a creature with this weapon, that creature takes an extra 1d6 thunder damage and is deafened until the end of their next turn. You can't be deafened while wielding this weapon. As a bonus action you can make your voice boom up to three times as loud as normal for one minute or you can create an instantaneous sound that originates from 30 feet of you such as the rumble of a thunder, the cry of a raven or ominous whispers.

Vengeance Rune

When you hit a creature with this weapon, the target takes an extra 1d10 damage of the weapon's type if it was the last creature to deal damage to you.

Venom Rune

When you hit a creature with this weapon, that creature takes an extra 1d6 poison damage. You can choose to cause the creature you hit to be poisoned until the end of their next turn. This property can't be used again until the next dawn.

Viciousness Rune

When you roll a 20 on your attack roll with this weapon, the target takes an extra die of damage of the weapon's type (For example, a longsword would gain an additional 1d8 slashing damage, as well as any extra dice from a critical hit).

Vigor Rune

When you hit a creature with this weapon and your current hit points are equal to your total hit points, the target takes an extra 2d6 damage of the weapon's type.

*Warning Rune

You gain a +1 bonus to attack and damage rolls made with this weapon. This weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Multiclassing

Prerequisites

To qualify for multiclassing into the Runeseeker class, you must meet these prerequisites: Strength 13 and Intelligence 13

Proficiencies

When you multiclass into the Runeseeker class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons

Further questions

The detailing of the class abilities clearly used the word "permanent" when describing the enchanting runes. Yet here, the document said you are free to replace them with another. I am unable to determine what the creator was going for. Consult your GM

And there you have it. I have done my best to clear up many things in the document, odd powerspikes, contradictions. The class table said something, the detailed description another, and the rune listing and the end yet another. After look around and familiarising myself with the basics of class desings, this is What I have came up with. However, I do not feel I am good at balancing. I am not sure about the viability of the fleshcarver, but wasnt creative enough to come up with new abilities. I do however, hope that people will see this class, and solve the problems I couldnt, or outright missed.

Runeseeker Spell List

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
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
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
 

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