[KH] Class - Rune Scribe

by Kovaud

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Class:

Runekeeper

A shaman tosses a set of carved stones onto the oaken table in front of them and reads the fate of the village for the coming winter.

A conclave of runekeepers gather underneath a cloudy sky in the center of a circle of large rune stones. Channeling the energies of the runes into their ritual.

For many days and nights, the Allfather hung bleeding from the world tree to gain the power of the runes. An ancient and powerful force, that makes up all of creation. A power even greater than the gods.

Pursuit of Runic Knowledge

All runekeepers seek to unlock the ultimate knowledge that the runes are believed to be the key to. The first being to ever pursue the knowledge of the runes was the Allfather himself. In order to unlock the first grasp of knowledge of the runes he cut out his own eye and hung himself from the world tree for several days and nights.

Some believe that the runes make up the very foundation of all of creation. From the mists that were created when fire and ice mixed in Ginnun the world tree sprung. From the very beginning the runes have foretold of the end, an event known as Ragnarok.

The Runes

There are ten basic runes that runekeepers harness in their studies. The ten basic runes are as follows:

  • The Aeful rune which contains the essence of the wind,
  • the Beytr rune which contains the essence of the giants the first students of the Allfather to learn the runes,
  • the Cauldn rune which contains the essence of all things arcane,
  • the Isr rune which contains the essence of the ice in Ginnun,
  • the Igna rune which contains the essence of the fire in Ginnun,
  • the Helr rune which contains the essence of death,
  • the Oxl rune whih contains the essence of water,
  • the Ragnr rune which contains the essence of Ragnarok,
  • the Wuldr rune which contains the essence of war,
  • and the Ygdar rune which contains the essence of the world tree.

Class Features

As a runekeeper, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per rune scribe level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rune scribe level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Calligrapher’s supplies, mason’s tools, woodcarver’s tools

  • Saving Throws: Wisdom, Constitution
  • Skills: Choose three from Animal Handling, Arcana, History, Religion, Insight, Medicine, and Nature.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) one simple weapon of your choice
  • a set of leather armor
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • an empty leather rune pouch

Runekeeper
Level Proficiency Bonus Features Runes Known 1st 2nd 3rd
1st +2 Runecasting, Runic 1 1
2nd +2 Runic Path 1 2
3rd +2 Runic Sacrifice 1 3
4th +2 Ability Score Improvement 2 3
5th +3 2 4 2
6th +3 Runic Path Feature 2 4 2
7th +3 2 4 3
8th +3 Ability Score Improvement 3 4 3
9th +4 3 4 3 2
10th +4 Runic Path Feature 3 4 3 2
11th +4 3 4 3 3
12th +4 Ability Score Improvement 4 4 3 3
13th +5 4 4 3 3
14th +5 Runic Path Feature 4 4 3 3
15th +5 4 5 3 3
16th +5 Ability Score Improvement 5 5 4 3
17th +6 5 5 4 3
18th +6 5 5 4 4
19th +6 Ability Score Improvement 5 5 4 4
20th +6 Master of the Runes 5 5 4 4

Runecasting

At 1st level, you have carved a set of runes from a material of your choice and keep them in a leather pouch and you have learned how to draw out their power. The number of runes in your pouch are equal to the number of runes you know and you carve more runes as you learn them.

Preparing and Casting Runes

The Runekeeper table shows how many runic slots you have to cast your runes. To cast one of your runes of 1st level or higher, you must expend a slot equal to one of the runes effects levels or higher. You regain all expended rune slots when you finish a long rest.

Runes Known At level, you know three runes of your choice from the rune list. The Runes Known column of the Runekeeper table shows when you learn more runes of your choice.

Runecasting Ability

Wisdom is your runecasting ability for your runes, so you use your Wisdom whenever a rune refers to your runecasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a rune you cast and when making an attack roll with one.

Rune Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Runecasting Focus You must use the corresponding rune as the runic focus for any effect that rune has.

Runic

Additionally at 1st level, you can read, write, and speak runic.

Runic Path

At 2nd level, you have begun your journey down one of the runic paths of your choice. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Runic Sacrifice

At 3rd level, you can sacrifice a rune of your choice as an action. Whenever you do so, you can immediately use the highest level effect of that rune without expending a rune slot.

Once you use this feature you cannot cast that rune again, and must finish a long rest to regain use of the sacrificed rune and to use this feature again.

Master of Runes

At 20th level, you have mastered the very essence of the runes. Choose one rune you know, you can cast the 1st level effect of that rune without expending a rune slot.

Runic Paths

Runekeepers all have certain traits that ties them together. However, they each blaze their own trail and follow their own path that makes them unique.

Path of the Allfather

Those that follow this path, follow in the footsteps of the Allfather. Who hung himself from the world tree for several days to gain the knowledge of runes. They believe in the power of sacrifice.

Eye of the Allfather

Whenever you choose this path at 2nd level, you make the same sacrifice that the Allfather once did, you carve out one of your own eyes for greater mastery over the runes. Your hit point maximum is reduced by 3 permanently and you have disadvantage on Perception checks that rely on sight, however you may add 3 to all damage dealt by runic effects.

Eye for an Eye

At 6th level, the path of Allfather is centered around sacrifice. Whenever you cast a rune you can expend a hit die and take 8 damage, when you do so you deal an additional 8 damage. You can use this feature a number of times equal to your Wisdom modifier per long rest.

Runic Insight

At 10th level, your journey down this path has granted you great knowledge about runes. You have advantage on Arcana and History checks about runes.

Allfather's Blessing

At 14th level, your path has finally lead you to stand before the Allfather himself and earn his blessing. You are always considered to be under the effect of the spell Bless.

Path of the Fates

Those that follow this path see the runes as words on a tapestry. They seek to harness the power of the runes in the act of weaving fate and study how they affect the world.

Twisting Fate

At 2nd level, you've learned to use the runes to begin to write your own fate. Whenever you make a saving throw or attack roll and fail, you may reroll and must take the second result. Once you use this feature, you cannot do so again until you finish a short or long rest.

Defy Fate

At 6th level, you are able to use the power of the runes to defy fate itself. Whenever you are to roll with disadvantage, you can choose to roll with advantage instead. Once you use this feature, you cannot do so again until you finish a short or long rest.

Disciple of the Norns

At 10th level, you have been taught by the weavers of fate themselves and gain greater knowledge. You gain proficiency with the Arcana skill and have advantage on rolls to identify divination magic.

Weaver of Fate

At 14th level, you have reached the end of your path which culminates in you completely rewriting your fate. Whenever you fail a roll of any kind, you can instead choose to succeed. Once you use this feature you cannot do so again until you finish a long rest.

Path of Ginnun

Those that follow this path realize the extremes of power that the runes deal with and that the runes were the beginning and will be the end. Ginnun itself is the name runekeepers give to the void of fog that lies outside of creation where fire and ice meet.

Into the Fire and Ice

Whenever you choose this path at 2nd level, you have taken your first step onto the path of the primordial forces. Whenever you cast a runic effect that deals fire or cold damage you deal an additional 1d4 damage.

Shielded Against Extremes

At 6th level, the magic of the runes grant you protection from the extreme forces of fire and ice. You gain resistance to fire damage, and whenever you take a long rest you can swap it out for resistance to cold damage or vice versa.

Knowledge of Creation

At 10th level, you learn the details of the creation of the realms. You can add your Wisdom modifier to History rolls made about the general history of the world and its creation.

Mists of Ginnun

At 14th level, your path has finally lead you back to the beginning of creation allowing you some command over the essence of Ginnun itself. As an action, you can conjure forth the mists of Ginnun to surround you in a 30 foot radius centered on a point of your choice within 60 feet of you for 1 minute. For the duration, while you are within the mists you can telport to any point within the mists radius as a bonus action and gain 1d6 hit points at the start of each turn spent in the fog. Once you use this feature you cannot do so again until you finish a long rest.

Path of Ragnarok

Those that follow this path have their eyes on the end of the path that all runes eventually lead. Ragnarok is the end of times, and runekeepers of this path seek to bend the path way either towards that fate or away from it.

Herald of the End

Whenever you choose this path at 2nd level, wherever you go echoes the final fate of the world. As a bonus action, you can summon forth the destructive energy of Ragnarok. For the next minute whenever a creature comes within 5 feet of you you can as a reaction deal 1d6 fire damage against them. You can use this feature a number of times equal to your Wisdom modifier per long rest.

Beasts of Ragnarok

At 6th level, the path of Ragnarok allows you to summon forth an aspect of the doom wolf itself. As an action, you can summon a Hell Hound under your command for an hour, until you dismiss it as a free action, or until it drops to 0 hit points. The Hell Hound moves and acts immediately after your turn on initiative. Once you use this feature you cannot do so again until you finish a long rest.

The Fear of Doomsday

At 10th level, the end of the world is cause for fear for many creatures. You gain proficiency with the Intimidation skill and have advantage on Inimidation rolls whenever you have your Hell Hound summoned.

Ragnarok Arrives

At 14th level, your path has finally lead you to learn what gods and men alike dread that Ragnarok cannot be stopped but may be delayed. Whenever you are reduced to 0 hit points, you do not fall unconscious but you have to make death saving throws as normal and you suffer the normal effects of taking damage while at 0 hit points.

Runes List

Whenever you learn a rune you choose from this list. A rune has four different effects based on how its cast. To cast a runes effect, you must expend a spell slot of the specified level to cast that effect. If a rune effect doesn't have a level, you do not need to expend a spell slot to cast it.

Aeful Rune (ay-ful)

This rune symbolizes movement and the element of wind. Allowing those who channel it access to wind based magic.

Gust

As a bonus action, you extinguish all open flames of your choice within 30 feet of you that you can see.

Lesser Winds

(1st level)

As an action, your movement speed is bolstered by the winds and is increased by 30 feet for 10 minutes. Additionally, your movement speed cannot be increased by any other means for the duration.

Greater Winds

(2nd level)

As an action, you can cause the winds to pick up in a 30 feet radius centered on you. All creatures of your choice within this radius must succeed on a Strength saving throw or be pushed back 30 feet.

Gale Force

(3rd level)

As an action, you can choose a number of creatures equal to your Wisdom modifier that you can see within 60 feet of you. The chosen creatures must make succeed on a Strength saving throw or be knocked prone for 1 minute as strong winds push down on them.

Beytr Rune (bay-tur)

This rune symbolizes growth and when used in writing it means "kin of giants". It grants those who use it the ability to channel different aspects of giantkind.

Giant's Feast

As a bonus action, you can conjure forth food and drink for a number of creatures equal to your Wisdom modifier. Whenever a creature eats the conjured food they gain temporary hit points equal to half your Wisdom modifier rounded up.

Jotun Aspect

(1st level)

As an action, you can call upon the size and strength of giantkind. For 1 minute, your size increases by one category and your Strength score increases by 2 to a maximum of 22. Additionally, your size cannot be altered by any other means for the duration.

Blessing of Ymir

(2nd level)

As an action, you can call upon the icy blessing of Ymir. For the next 5 minutes, you gain resistance to cold damage.

Surtr's Flame

(3rd level)

As an action, you call upon the flames of Surtr to smite your foes. Choose a number of creatures equal to your Wisdom modifier within 60 feet of you. The chosen creatures must make a Constitution saving throws to withstand the intense flames that strike them, taking 4d6 fire damage on a failed save and half as much on a successful save. All creatures within 5 feet of the chosen creatures take 1 fire damage.

Cauldn Rune (call-din)

This rune symbolizes the arcane and arcane knowledge. Allowing those who channel it access to more arcane magic.

Runic Beam

As an action, you shoot a ray of arcane energy at a creature within 60 feet of you. Make an attack roll against the target, on a hit the target takes 1d6 force damage.

Eyes of the Arcane

(1st level)

As a bonus action, you can enchant your eyes for one minute. For the duration, you can see a faint aura around any visible creature or object that you can see that is magical, and you learn its school of magic, if any.

Scholars Knowledge

(2nd level)

As a bonus action, you can call upon the knowledge of ancient mages for 5 minute. For the duration, you are considered proficient with all Intelligence skills and you have advantage on Intelligence saving throws.

Arcane Shield

(3rd level)

As an action, you can summon forth a shield of arcane energy to protect you. For the next five minutes, you have a +3 bonus to AC.

Isr Rune (eye-sur)

This rune symbolizes ice, frost, snow, and winter. Allowing those who channel it access to icy magic.

Icicle Spear

As an action, you conjure forth a spear of ice into your hands for 1 minute. For the duration, you can make a melee weapon attack with it that deals 1d4 piercing damage and 1d4 cold damage.

Armor of Winter

(1st level)

As an action, you can conjure the chill of winter and cause it surround you. You gain temporary hit points equal to your Runekeeper level.

Fog of Winter

(2nd level)

As an action, you cause a cloud of magical mist to surround you in a 30 foot radius for 1 minute. This fog heavily obscures vision and resists even magical vision. Additionally, the fog moves with you.

Frostwalker

(3rd level)

As an action, you can instill the frost of winter into your very being. For the next five minutes, you gain immunity to cold damage and the ill effects of cold environments.

Igna Rune (ig-nah)

This rune symbolizes fire and summer. Allowing those who channel it access to fiery magic.

Guiding Flame

As an action, you can summon a small flame into your hand for an hour or until you dismiss it as a free action. The flame sheds bright light out to 10 feet and dim light for an additional 10 feet.

Scorch

(1st level)

As an action, you spew forth from an outstretched hand in a 15 foot cone. All creatures in this cone must make a Dexterity saving throw, taking 2d6 fire damage on a failed save and half as much on a successful save.

Flames Fortitude

(2nd level)

As a bonus action, you can call upon yourself the fury of the element of fire. For 1 minute, you gain resistance to fire damage.

Hail of Fire

(3rd level)

As an action, you can conjure forth from the heavens the fury of fire upon a point of your choosing within 60 feet of you. All creatures within 20 feet of that point must make a Dexterity saving throw as fiery stones fall from the sky, taking 2d6 bludgeoning damage and 3d6 fire damage on a failed save and half as much on a successful save.

Helr Rune (hell-ur)

This rune symbolizes death and the underworld. Allowing those who channel it power over death.

Suffer

As an action, you can cause a creature of your choice that you can see within 30 feet of you to have to succeed on a Constitution saving throw. Taking 1d10 necrotic damage on a failed save and none on a successful save.

Deathly Fortitude

(1st level)

As an action, you can guard a creature of your choice within 60 feet of you against death. For 1 hour, the chosen creature has advantage on death saves.

Curse of Weakness

(2nd level)

As an action, you can drain the strength from your foes. Make a melee spell attack against a creature within your reach of you. On a hit the target's Strength score is reduced by 5 to a minimum score of 3 and your Strength score is increased by 3 to a maximum score of 23 for the next 5 minutes.

Touch of Death

(3rd level)

As an action, you strike the life force of a creature directly. Make a melee spell attack against a creature within your reach. On a hit, the target takes 5d4 necrotic damage and you regain 2d4 hit points.

Oxl Rune (ox-ul)

This rune symbolizes the river and the flow of change that courses through all things. Allowing those who channel it power of water.

Swiftness of the River

As an action, you can conjure forth the power of a river to push you onward. For 1 minute, your movement speed increased by 10 feet.

Aqua Rush

(1st level)

As an action, you can summon forth the river at your heels to launch you forward 30 feet. All creatures in this path must make a Dexterity saving throw, taking 2d6 magical bludgeoning damage and being knocked prone on a failed save and half as much and not being knocked prone on a successful save.

Saltwater Blade

(2nd level)

As a bonus action, you conjure forth a weapon formed from saltwater for 1 minute. For the duration, you can use this weapon to make a melee weapon attack as an action that deals 1d6 slashing damage and 1d6 acid damage.

River of Healing

(3rd level)

As an action, you can summon forth life giving water in the shape of a ring of water to surround you in a 30 foot radius for 1 minute. For the duration, you and all creatures of your choice regain 1d4 hit points at the start of each of your turns.

Ragnr Rune (rag-nar)

This rune symbolizes destruction and chaos. Allowing those who channel it to tap into the power of destruction.

Corruption

As an action, you can strike a creature with destructive energy. Make a melee spell attack against a creature within your reach. On a hit the target takes 1d4 necrotic damage.

Field of Entropy

(1st level)

As a bonus action, you can conjure forth an aura of entropy in a 15 foot radius centered on you for 1 minute. For the duration, all creatures of your choice within the aura must make a Constitution saving throw or have their armor class reduced by 1 permanently. If this reduced their armor class by 5 overtime their armor breaks and is unusable. This does not affect magical armor.

Runic Smite

(2nd level)

As an action, you call down the power of chaos energy upon a target of your choice within 30 feet of you that you can see. The targeted creature must make a Dexterity saving throw, taking 1d12 necrotic damage and being knocked prone on a failed save and half as much and not being knocked prone on a successful save.

Annihilation

(3rd level)

As an action, you unleash the destructive force of the Ragnr rune. All creatures of your choice in a 15 foot radius centered on you must make a Constitution saving throw, on a failed save taking 3d10 necrotic damage and taking half as much on a successful save. Nonmagical objects within this radius take double damage.

Wuldr Rune (wol-dur)

This rune symbolizes war, combat skill, and honor. Those who channel it find that their martial prowess is enhanced.

Runic Strike

As an action, you can empower you next attack with runic energy. If you succeed on your next weapon attack, you can add your Wisdom modifier to the damage of the attack.

Berserker Aspect

(1st level)

As a bonus action, you call upon yourself the rage of warriors past. For the next five minutes, you can use your Wisdom modifier for attack and damage rolls you make with melee weapons.

Call to Battle

(2nd level)

As a reaction, whenever you roll for initiative you can make a single melee weapon attack against a creature within 5 feet of you.

Runic Shout

(3rd level) As an action, you can give out as warcry that bolsters your allies. All creatures within 30 feet of you of your choice that can hear you gain temporary hit points equal to your Runekeeper level + their Constitution modifier.

Ygdar Rune (yig-dar)

This rune symbolizes the world tree and creation. Allowing those who channel it a greater connection to the world tree and its life energies.

Roots

As an action, you can summon roots from the ground to ensnare a creature of your choice within 15 feet of you. The chosen creature must succeed on a Strength saving throw or be restrained for 1 minute. A creature restrained in this way can repeat the saving throw at the end of each of its turns for the duration.

Grove Guardian

(1st level)

As a bonus action, you call upon the protection of the world tree rune to guard you. Vines and bark from around you for 1 minute. For the duration, your armor class cannot be lower than 17.

Thorn of the World Tree

(2nd level)

As a bonus action, you conjure forth into one of your free hands a spear formed from a thorn of the world tree for 1 minute. For the duration, you can use this weapon to make a melee weapon attack as an action that deals 1d12 piercing damage.

Tree of Worlds

(3rd level)

As a bonus action, you draw forth the dimensional energy of the world tree rune and instantaneously transport yourself to a point you can see up to 45 feet away.

Keeper

Of The

Runes

Play as a keeper and caster of the magical runes! Channel their power and create magical effects that can alter reality.