Slashing his sword, a half-orc cuts through the pack of slavering gnolls, his blade a terrifying whirlwind of steel. Weapons of all kinds clang off his heavy armor, but the shining runes inscribed on it protect him.
Dipping their quill in glowing ink, a slender elf scrawls a set of ancient runes on the soldier's helmet, knowing very well that it may save his life in battle. Tapping a rune on their weapon, a tiefling clad in clanging plate armor lifts their axe above their head. The rune gleams as the axe's head bursts into white-hot flames. Whether preparing armor and weapons for battle, or heading into it themselves, Runic Warriors are joined together in their knowledge of ancient runes. For some, runes are a way to protect others. For others, runes are a tool to be harnessed in battle. No matter their use, runes are an important tool for all Runic Warriors. ### Forgotten Power Runic Warriors harness the ancient, unbridled power of runes. They search forgotten ruins, looking for some new, unfound knowledge. They understand the extreme power of these markings, and take control of it for their own use. Many use this power for their own benefit, scrawling runes onto armor and weapons to enchant them with mighty strength. Others use their knowledge to help others, enchanting their gear with durability and protection. Runic Warriors inscribe these ancient runes onto equipment, and use their understanding of them to release the extreme power in every rune. They learn new runes as they rise in power, enhancing their abilities more and more. They are great warriors, but even greater with their knowledge. They train for years, fighting and gaining new, powerful skills. ### Life of Adventure Runic Warriors seldom stay in the sidelines. Anyone with an understanding of the ancient powers is invaluable. They enchant gear, train, and fight with the army. Though some may spend their life teaching others or using runes for every day things, almost all Runic Warriors use their gifts in combat. They are amazing fighters, and are often in very high positions in armies. The lure of runes is almost to great for many Runic Warriors, though. Often, they will travel on long, grueling journeys to explore a forgotten crypt or a crumbling ruin. All Runic Warriors know instinctively that the knowledge they seek is in the broken ruins of lost civilizations. No Runic Warrior can bear the knowledge that more power is out there, somewhere, and not seek it out. \pagebreak
This is the list of Runes you have to choose from for your Runes ability. If any require a saving throw, the DC equals 8 + your Intelligence modifier + your proficiency bonus. #### Rune of the Bull ***Item: a suit of armor*** When this rune is applied, the armor grows a set of metal horns from the helmet. You may make unarmed strikes with your horns. They deal 1d6 piercing damage. Also, the target must make a Strength saving throw. On a failed save, the target is pushed five feet. #### Rune of Flames ***Item: a simple or martial weapon*** Your weapon does an extra 1d4 fire damage. This rune does not work if the weapon also has the Rune of Frost, Mind Slicing, or Light applied. #### Rune of Slowness ***Item: a simple or martial weapon*** When you hit a creature with this weapon, their movement speed is reduced by ten feet. #### Rune of Force ***Item: a simple or martial weapon*** When this rune is applied, the weapon does force damage instead of the usual bludgeoning, piercing, or slashing. #### Rune of Frost ***Item: a simple or martial weapon*** When this rune is applied, the weapon does an extra 1d4 cold damage. This rune does not work if the weapon also has the Rune of Flame, Mind Slicing, or Light applied. #### Rune of Health ***Prerequisite: 12th level runic warrior*** ***Item: a simple or martial weapon*** When you hit a creature with an attack using this weapon, you may choose to heal yourself or a creature within a ten foot radius 1d4 hit points. #### Rune of Protection ***Prerequisite: 8th level Runic Warrior*** ***Item: a suit of armor or a shield*** A creature gains a +1 to armor class while wearing (armor) or wielding (shield) this item. #### Rune of Sharpness ***Prerequisite: 8th level Runic Warrior*** ***Item: a simple or martial weapon*** This weapon grants a +1 bonus to attack and damage rolls made with it. #### Rune of Magic ***Prerequisite: 8th level Runic Warrior*** ***Item: a spellcasting focus*** While holding this item, a creature gains +1 bonus their spellcasting modifier. \columnbreak #### Rune of Speed ***Item: a suit of armor*** While wearing this armor, your speed increases by ten feet. #### Rune of Mind Slicing ***Item: a simple or martial weapon*** When this rune is applied, the weapon does an extra 1d4 psychic damage. This rune does not work if the weapon also has the Rune of Flame, Frost, or Light applied. #### Rune of Light ***Item: a simple or martial weapon*** When this rune is applied, the weapon does an extra 1d4 radiant damage. Also, the rune sheds dim light in a 10 foot radius. This rune does not work if the weapon also has the Rune of Flame, Frost, or Mind Slicing applied. #### Rune of Charming ***Prerequisite: 8th level Runic Warrior*** ***Item: a suit of armor*** When this rune is applied, the armor creates an aura of calm around it. Each creature of your choice that can see you must make a Wisdom saving throw at the beginning of their turn. On a failed save, the target is charmed for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, the creature is immune to this effect for the next 24 hours. This rune does not work if the Rune of Terror is applied. #### Rune of Terror ***Prerequisite: 8th level Runic Warrior*** ***Item: a suit of armor*** When this rune is applied, the armor creates an aura of fear around it. Each creature of your choice that can see you must make a Wisdom saving throw at the beginning of their turn. On a failed save, the target is frightened for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, the creature is immune to this effect for the next 24 hours. This rune does not work if the Rune of Charming is applied. #### Rune of Flight ***Prerequisite: 8th level Runic Warrior*** ***Item: a suit of armor*** When this rune is applied, you gain a flying speed equal to your walking speed. #### Rune of Buoyancy ***Prerequisite: 8th level Runic Warrior*** ***Item: a suit of armor*** When this rune is applied, you gain a swimming speed equal to your current walking speed. \pagebreak #### Rune of Freedom ***Prerequisite: 8th level Runic Warrior*** ***Item: a suit of armor*** When this rune is applied, your movement is unaffected by difficult terrain. Also, you have advantage on checks against being grappled. #### Rune of Stoneskin ***Prerequisite: 12th level Runic Warrior*** ***Item: a suit of armor*** When this rune is applied, you have resistance to nonmagical bludgeoning, piercing, and slashing damage. #### Rune of Burden ***Item: a suit of armor*** While you are wearing this armor, your carrying capacity doubles. #### Rune of Loyalty ***Item: a simple or martial weapon*** When this weapon is dropped, taken, lost, or otherwise removed from you, it will magically return to your hand after one turn has passed. #### Rune of Cleanliness ***Item: a set of clothes or a suit of armor*** When this rune is applied, the item will never get dirty. #### Rune of Leeching ***Item: a simple or martial weapon*** When you kill a creature with this weapon, you regain 1d4 hit points. #### Rune of Bursting ***Item: a throwable object, such as a rock or ball*** When this rune is applied, you may choose to throw the object. It has a range of 20/60 feet. You do not need to make an attack roll. When the object hits the ground, all creatures in a 10 ft. radius of the object must make a Dexterity saving throw. On a failed save, the target takes 2d6 force damage and is knocked prone. On a success, the creature takes half as much and is not knocked prone. #### Rune of Tricks ***Item: a suit of armor*** When this rune is applied, you may cast *minor illusion* a number of times equal to your intelligence modifier (minimum of one). This spell does not require an action or any spellcasting components. This illusion may only effect the armor or the person wearing it. #### Rune of the Doppleganger ***Prerequisite: 12th level Runic Warrior*** ***Item: a suit of armor*** When this rune is applied, you may cast *mirror image* once per short or long rest as a bonus action. This spell may only target the creature wearing the armor that this rune is applied to. \pagebreak