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Rune Scribe
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##### Rune Scribe | Level | Proficiency Bonus | Features | Rune Tracing | Max Complexity | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Rune tracing, Sealing | 0 | Single Rune | | 2nd | +2 | Advanced Tracing, Rune house, Rune House Feature | 1 | Single Rune | | 3rd | +2 | Runestones | 1 | 2 Runes | | 4th | +2 | Ability Score Improvement | 2 | 2 Runes | | 5th | +3 | Fast Tracing | 2 | 2 Runes | | 6th | +3 | Rune House Feature | 2 | 4 Runes | | 7th | +3 | Fast Tracing Upgrade | 4 | 4 Runes | | 8th | +3 | Ability Score Improvement | 4 | 4 Runes | | 9th | +4 | ─ | 4 | 8 Runes | | 10th | +4 | Deconstruction, Rune House Feature | 4 | 8 Runes | | 11th | +4 | ─ | 8 | 8 Runes | | 12th | +4 | Ability Score Improvement | 8 | 8 Runes | | 13th | +5 | ─ | 8 | 16 Runes | | 14th | +5 | Restoration, Etching | 8 | 16 Runes | | 15th | +5 | ─ | 16 | 16 Runes | | 16th | +5 | Ability Score Improvement | 16 | 16 Runes | | 17th | +6 | ─ | 16 | 32 Runes | | 18th | +6 | Rune House Feature | 32 | 32 Runes | | 19th | +6 | Ability Score Improvement | 32 | 64 Runes | | 20th | +6 | Joint Casting | 64 | 128 Runes |
## Class Features As a Rune Scribe, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Rune Scribe level - **Hit Points at 1st Level:** 8 - **Hit Points at Higher Levels:** 1d8 (minimum of 5) + CON ## Proficiencies ___ - **Armor:** light - **Weapons:** none - **Tools:** Calligrapher's tools, Tattoist's tools, Mason's tools ___ - **Saving Throws:** Strength, Wisdom - **Skills:** Choose two from Investigation, Medicine, Slight of hand, Arcana, Deception #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a Tattoo kit or *(b)* Mason's Tools - Calligrapher's supplies \columnbreak ## Using Runes You have learned how to use Runes as more than just a language, you have unlocked the arcane potential within the runes and can use them to alter the world around you. Once you reach the second level you gain a Rune Bonus which you can add to empower your alterations. Your Rune Save and attack modifiers are calculated as follows:
**Rune Save DC** =
8 + your proficiency bonus +
your Rune Bonus modifier
(from level 2)
**Rune attack modifier** =
your proficiency bonus +
your Rune Bonus modifier
(from level 2)
\pagebreakNum ### Rune Tracing You have the ability to create rune structures you know up to the complexity level in the above table by tracing them on a surface. Each rune takes half a minute to trace or two minutes to draw. Drawing requires ink, one bottle of ink can draw 10 runes. You can also use other methods or items to draw runes, for example drawing in the dirt, drawing with blood. ### Sealing You have the ability to repair(seal) broken rune structures by tracing over the breaks, allowing you to repair even the most complex rune structures. Repairing structures takes more time as you need to understand the structure before you attempt repairs, see the below table for times to repair the structures: | Runes | Time | House Dominant | |:---:|:-----------|:---| | 2 | 3 Minutes | 2 Minutes | | 4 | 15 Minutes | 10 Minutes | | 8 | 2 Hours | 90 Minutes | | 16 | 7 Hours | 4 Hours | | 32 | 4 Days¹ | 2.5 Days¹ | | 64 | 2 weeks¹ | 10 Days¹ | | 128 | 3 Months¹ | 2 Months¹ |
¹ Assuming working 8 hours per day, and 6 days per week.
If the structure is dominant to your house it takes less time for you to repair the structure as shown in the **House Dominant** column. ### Advanced Tracing From level 2 you are proficient in tracing runes, and can now trace a rune structure as an action, see the Rune Tracing table for how many runes the structure can contain as an action. You also can draw runes faster, each minute you can draw a number of runes equal to the Rune Tracing table. You can now also tattoo runes if you are proficient with a tattoo kit, and have the equipment. Tattooing a structure takes 10 minutes per non-house rune, and 5 minutes per house rune. Tattooed runes last 10x the time a drawn rune would, up to a maximum of 12 hours. ### Rune house Starting at level 2 you align yourself with one of the four houses, and within that house chose to follow the Lord or Lady of that house. \columnbreak ### Runestones Starting from level 3 you can draw runes on stones to be used by anyone. Carving a rune on a flat faced stone that has been cut into a hexagonal shape stores its power, and can be activated by any creature as an action, by pushing the stone against its target, which uses up the runestone. Any save DC or attack roll for this is based on your stats. Carving a runestone and its rune takes 20 minutes, and its power fades when you complete a long rest rendering it useless. If you a set of masons tools the time to carve is reduced to 10 minutes. You can have a number of stones drawn equal to your Proficiency Bonus at any time. ### Fast Tracing From level 5 you can trace single runes from your house as a bonus action. At level 7 you can also trace single runes up to level 2 from other houses as a bonus action, however the trace duration is halved for these runes. ### Deconstruction From level 10 you learn how to deconstruct structures as they are being cast by casting the structure in reverse. As a reaction you can counter a rune spell being cast as long as you recognize the structure and the number of runes in the structure are within your Rune Tracing number. If you successfully deconstruct a structure you cannot use bonus actions until the end of your next turn. ### Restoration From level 14 you can spend 10 days in deep meditation, mentally etching runes on your internal organs preserving them and reducing the effects of aging for the next 350 days, if used once per year you will reduce your bodies aging to only 2 weeks every year. Any disturbance from this restoration will cancel out the entire process and require you to start the meditation again. ### Etching From level 14 you also have the ability to etch structures onto the bones of creatures, allowing certain structures to be permanently active. Doing this requires you to have access to the creatures bones, and the bones need to be clean prior to the etching. Etching structures takes 1 hour per rune, and only some structures will *take* and stay active permanently, other structures may only last as long as their tattooed duration. ### Joint Casting From level 20, as an action you can create a partial rune structure and hold it, using your reaction on another Rune Scribes turn to join it to their partial structure in order to create larger structures. \pagebreakNum # Rune houses Each Rune House is separated into two areas of study, one physical and one spiritual. Upon joining a house you must chose one of the areas, and depending on which area change the Rune bonus accordingly.
## Mind (Air) ### Lord and Lady of the House Firmament ___ - **Followers of the Lord** of the house are dedicated to Spiritual Masteries and as such their Rune Bonus stat is chosen from Wisdom or Intelligence - **Followers of the Lady** of the house are dedicated to Physical Masteries and as such their Rune Bonus stat is chosen from Strength or Dexterity ### Runes You have access to all runes based on your Rune Scribe level, but runes from your house you have access to at earlier levels as shown in the following table:
##### Mind Runes | Level | Runes | |:---:|:---: | 2nd | Rune of Air | | 3rd | Rune of Sight | | 4th | Rune of Fear | | 5th | Rune of the Sky | | 7th | Rune of Imagination |
### Gentle Breeze Beginning at level 2 you gain the ability to create rune structures in the air, which you can then motion towards a surface within 30 feet to activate. Additionally you can add your Rune Bonus modifier to damage rolls made for structures dominant in Mind runes.
\columnbreak ### Mind Reading At level 6 you gain the ability to see intentions as images from hostile creatures minds. As a Bonus Action, choose a creature, that creature must make a INT saving throw against your Rune Save DC, on a fail you gain the following benefits until the start of your next turn, depending on who you follow. **Followers of the Lord** gain advantage on WIS and INT saving throws against this creature, and they have disadvantage on all saving throws against you. **Followers of the lady** gain advantage on melee attacks against this creature, and they have disadvantage on attacks against you. ### Master Mind By level 10 you have learned to master your own mind, and can now spend 1 minute to enter a trance in search of one of the following: * Find the answers to a question about something you have forgotten, or that your subconscious mind may know the answer to. * Utilize the power of your subconscious mind to decide between two options, or narrow down your choices where more than two options are presented. * Intentionally remove something from your memory leaving a false memory in its place. * Remove one point of exhaustion from yourself Or as a bonus action: * Remove any Charmed or Frightened effects from yourself After using this ability, you must finish a long rest before using it again.. ### All in the Mind At level 18 you gain the ability to trick creatures minds into thinking time has stopped. As an action, you can paralyze all creatures aside from you within 1 mile for 1 minute, for the duration all creature affected are blind and deaf. When the effect ends, creatures will not realize time has passed. While the ability is active, you can touch a creature who subconsciously trusts you, and they will blindly follow you. After using this ability, you must complete a long rest before it can be used again. \pagebreakNum ## Power (Fire) ### Lord and Lady of the House Sun ___ - **Followers of the Lord** of the house are dedicated to Spiritual Masteries and as such their Rune Bonus stat is chosen from Wisdom or Intelligence - **Followers of the Lady** of the house are dedicated to Physical Masteries and as such their Rune Bonus stat is chosen from Strength or Constitution ### Runes You have access to all runes based on your Rune Scribe level, but runes from your house you have access to at earlier levels as shown in the following table:
##### Power Runes | Level | Runes | |:---:|:---: | 2nd | Rune of Flames | | 3rd | Rune of the Forge | | 4th | Rune of Strength | | 5th | Rune of the Fury | | 7th | Rune of Destruction |
### Flaming Brand Beginning at level 2 you can engrave runes into items, the engraving lasts 24 hours and takes 30 minutes per rune to engrave, Power runes take 15 minutes to engrave in this fashion. Additionally you can add you Rune Bonus modifier to the damage rolls made for structures dominant in Power runes. ### Engravers Preservation Beginning at level 6 you can touch up the previous engravings made by Flaming Brand on an item in the evening before you take a long rest, doing so takes 10 minutes per item. At the start of a new day you can reinforce old engravings that were touched up the previous evening taking only 10 minutes per rune, or 5 minutes per Power rune. You can also add additional runes with Flaming Brand to create larger structures containing the existing runes. You also gain one of the following based on who you follow: **Followers of the lord** can wreath themselves in flames gaining a defensive bonus. As a reaction can gain 3 AC, this ability can be used as many times as your proficiency bonus per long rest. \columnbreak **Followers of the lady** are masters of weaponry. As a free action once per round you can either sheath two weapons and draw up to two weapons or shields, or throw a weapon to an ally within 30ft, that ally must use their reaction to catch the weapon, otherwise it falls at their feet. ### Persistent Runes At level 10 you learn the art of crating more long term runes. Chose one of the following:
Carver
You learn how to extend your runestone carving abilities, when you create a runestone, you can spend an additional 20 minutes creating a copy of the runestone, repeating this up to a number of times equal to your Proficiency Bonus. These copies do not count towards your maximum number of runestones.
Engraver
You learn how to engrave runes deep into metal, allowing you to engrave runes onto metal weapons and armour that multiplies the drawn duration of runes engraved this way by your Proficiency Bonus. ### Lifeblood Blade At level 18 you gain the ability to pour your life into a weapon making it come alive briefly. You lose all but 1hp, and deal an amount of necrotic damage equal to the life you lost to up to 10 creatures of your choice as the blade moves faster than the eye can see and strikes at each target. After using this ability you must take a long rest before being able to use it again. \pagebreakNum ## Death (Earth) ### Lord and Lady of the House Dark ___ - **Followers of the Lord** of the house are dedicated to Spiritual Masteries and as such their Rune Bonus stat is chosen from Wisdom or Intelligence - **Followers of the Lady** of the house are dedicated to Physical Masteries and as such their Rune Bonus stat is chosen from Strength or Constitution ### Runes You have access to all runes based on your Rune Scribe level, but runes from your house you have access to at earlier levels as shown in the following table:
##### Death Runes | Level | Runes | |:---:|:---: | 2nd | Rune of Earth | | 3rd | Rune of Mountains | | 4th | Rune of Stone | | 5th | Rune of Ore | | 7th | Rune of Oblivion |
### Dust to Dust Beginning at level 2 when you create rune structures that have an area affect, the area is increased by 50%. Also applies to non-rune scribe auras and spells. Additionally you can add you Rune Bonus modifier to the damage rolls made for structures dominant in Death runes. ### Death's Apprentice Beginning at level 6 you have mastered the power of death, you gain proficiency in death saving throws, you also gain one of the following depending on who you follow: **Followers of the lord** always know where an attack is coming from, and cannot be surprised, because you can feel attacks coming you also gain +1 to your AC. **Followers of the lady** are masters of dealing death, on your first attack each turn you may add your proficiency bonus to the damage roll as force damage. \columnbreak ### Death's Companion By level 10 you have gained the attention of Death's minions, who flit around you unseen to all but you to a distance of 15ft. Allies in the aura have advantage on death saving throws, and any undead in the aura are vulnerable to bludgeoning, piercing, and slashing damage. ### Death's Master By level 18 you have become deaths master, and while death may not be thwarted in the taking of a life, you can attempt to change the life it takes. Once per day when a creature is about to die, you may as a free action call on death to take another life in their place. In doing this the creature that was about to die will become stabilized, and another random creature within 1 mile will suddenly collapse as death takes his fee. Death cannot be cheated, and will only take a life he sees as at least equal, saving the life of a woodland creature will result in a similar creature being taken, whereas saving the life of a more intelligent creature will result in a creature of similar intelligence being taken. \pagebreakNum ## Life (Water) ### Lord and Lady of the House Spring ___ - **Followers of the Lord** of the house are dedicated to Spiritual Masteries and as such their Rune Bonus stat is chosen from Wisdom or Intelligence - **Followers of the Lady** of the house are dedicated to Physical Masteries and as such their Rune Bonus stat is chosen from Strength or Constitution ### Runes You have access to all runes based on your Rune Scribe level, but runes from your house you have access to at earlier levels as shown in the following table:
##### Life Runes | Level | Runes | |:---:|:---: | 2nd | Rune of Leaves | | 3rd | Rune of Depth | | 4th | Rune of Frost | | 5th | Rune of Waves | | 7th | Rune of Rebirth |
### Fluid Motion Beginning at level 2 as a bonus action you can step into any liquid surface at least 5 feet wide and teleport to another liquid surface at least 5 feet wide within 60 ft, you can use this ability a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest. Additionally you can add you Rune Bonus modifier to the damage rolls and healing made for structures dominant in Life runes. ### Master of Life Beginning at level 6 you gain the ability to touch a dying ally as a bonus action and give them 1 hit point per level of Rune Scribe. You also gain of of the following depending on who you follow: **Followers of the lord** gain the ability to heal the soul as well as the body, when you restore hit points to a creature, both you and the target regain an additional number of hit points equal to your proficiency bonus. **Followers of the lady** gain the ability to disrupt healing, when a creature gains hit points you may use your reaction to disrupt that healing, the disrupted creature cannot gain hit points until the start of your next turn. \columnbreak ### Resouling At level 10, you have the ability to return a soul to a body, essentially bringing a person back from the dead. There are however limitations to this ability: 1. The person
should
not have been dead more than 3 days, otherwise their mind may not survive the return to their body. 2. The person
should
be a humanoid, and have had their wounds tended to before resouling, otherwise they may just expire again. 3. The soul must be made aware that their remaining lifespan will be halved before they agree to return. 4. The soul must be free and willing to return to the body. After using this ability, you cannot use it again until three days and three hours(99 hours) have passed. ### Halflife At level 18 you have the ability to save creatures lives at a cost of reducing the quality of their continued existence. As a reaction when a creature you can see is about to die, you can restore them to 1hp. They suffer a permanent -5 penalty to Constitution. If a creature has less than 5 Constitution when you use this ability, that creature dies, and you feel their death, taking a permanent -5 to your own Constitution. You can use this ability a number of times equal to your Proficiency bonus each day. \pagebreakNum # Runes ## Mind ### Rune of Force ___ - **Level:** 1 - **Target:** a creature - **Trace duration** 12 seconds A strong wind protects the target, ranged attacks have disadvantage against the target. ### Rune of the Mind ___ - **Level:** 2 - **Target:** a creature - **Trace duration** 12 seconds When drawn the target must make a dexterity saving throw or be overwhelmed with a sensation of vertigo and has disadvantage on attacks and saving throws. The first time the target moves on a turn it must make a dexterity saving throw or fall prone. ### Rune of Air ___ - **Level:** 3 - **Target:** an object or surface - **Trace duration** 30 seconds When drawn, a strong wind blows out from the rune in a 60ft cone. While inside the code, creatures moving towards the rune must use 2ft of movement per 1ft moved. Creatures moving away from the rune may move 2ft per 1ft of movement. If the rune is on an object and the object is moved or turned, the cone moves with it. ### Rune of Sight ___ - **Level:** 4 - **Target:** a creature - **Trace duration** 30 seconds While the rune is active, the target gains blindsight to 10ft and darkvision to 120ft. ### Rune of Fear ___ - **Level:** 5 - **Target:** a surface - **Trace duration** 18 seconds While the rune is active, any creature wanting to move closer to the target must make a intelligence saving throw or have their speed reduced to 0 for this turn. \columnbreak ### Rune of the Sky ___ - **Level:** 7 - **Target:** a surface - **Trace duration** 12 seconds When drawn the air in a cylinder 20ft high in a 30ft radius from the rune becomes lighter, all creatures in the area weighing less than 200lb are lifted 10ft in the air. While held in the air the creatures without flying speed can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. ### Rune of Imagination ___ - **Level:** 10 - **Target:** a creature - **Trace duration** 30 seconds While active the creature is under the effect of the Phantasmal Force spell. Any creature who sees through the illusion on their turn also shatters any other Rune of Imagination within 30ft of it.
## Power ### Rune of Light ___ - **Level:** 1 - **Target:** an object or surface - **Trace duration** 1 minute Bright light emits from the rune in a 30ft radius, only one such rune is effective if more than one is in a 5ft space. ### Rune of Embers ___ - **Level:** 2 - **Target:** a metal weapon - **Trace duration** 30 seconds While active, the weapon glows a faint orange, and any attack that hits with this weapon does an extra 1d4 fire damage. Only one such rune can be effective on a weapon. ### Rune of Flames ___ - **Level:** 3 - **Target:** a metal weapon - **Trace duration** 30 seconds The weapon becomes so hot the metal turns to liquid and catches fire . Attacks made with the target weapon have an extra 5ft of reach, and all damage dealt by this weapon is fire damage. \pagebreakNum ### Rune of the Forge ___ - **Level:** 4 - **Target:** a bludgeoning weapon - **Trace duration** 30 seconds The target weapon becomes as hard as a forge hammer. Any attack that hits a target wearing non-adamantine metal armour gives that armour a permanent cumulative -1 AC penalty,. If the armour has a penalty of -5 the creature inside is crushed by the armour and falls to 0 HP. ### Rune of Strength ___ - **Level:** 5 - **Target:** medium or heavy armour - **Trace duration** 30 seconds The armour feels as if it has become alive, aiding your movement and strength. While wearing this armour you can move over rough terrain as if it was normal, and have advantage on strength and dexterity saving throws. ### Rune of Fury ___ - **Level:** 7 - **Target:** a creature - **Trace duration** 30 seconds When cast the target must make a wisdom saving throw or be blinded by rage. The target gains a +5 bonus to melee attacks, and any attack against the target has advantage. On their turn, the target MUST move towards the nearest creature and attack them with a melee weapon. ### Rune of Destruction ___ - **Level:** 10 - **Target:** a surface - **Trace duration** Instant When drawn, chose 3 points within 60ft of the rune, three flaming rocks come falling from the sky as if hurtled from a volcano. Any creature hit by one of these flaming rocks takes 3d6 bludgeoning damage and 3d6 fire damage. Any creature within 5tf of the target must make a dexterity saving throw or take 3d6 fire damage, or half as much on a succesful save.
\columnbreak ## Death ### Rune of Protection ___ - **Level:** 1 - **Target:** an item, a creature, or a surface - **Trace duration** 1 minute While the rune is active the object it is traced on gains a +1 bonus to AC, only one such rune is effective if more than one is in a 5ft space. ### Rune of Death ___ - **Level:** 2 - **Target:** an object or surface - **Trace duration** 1 minute While the rune is active and a creature touches the target it takes 2d6 bludgeoning damage and the rune fades. Only one such rune is effective if more than one is in a 5ft space. ### Rune of Earth ___ - **Level:** 3 - **Target:** a surface - **Trace duration** Instant When drawn, the drawer decides on 6 5ft squares to erupt and become cracked. The squares must be adjacent to at least one other square, or the initial rune. Any creature in one of these spaces when the rune is drawn must make a dexterity saving throw or take 1d6 bludgeoning damage. The squares become rough terrain ### Rune of Mountains ___ - **Level:** 4 - **Target:** a surface - **Trace duration** Instant When the rune is drawn, a 5ft wide, 30ft long line of the ground raises up 10ft forming a wall. The starting point of the line must be within 30ft of the rune. Any creature in in the line must make a dexterity saving throw, on a failed save they rake 3d8 bludgeoning damage and is pushed 5 ft to a random side of the wall, or half on a successful save and they stay on top of the wall. Each 5ft section of the wall has 60HP. \pagebreakNum ### Rune of Stone ___ - **Level:** 5 - **Target:** an object or creature - **Trace duration** 30 seconds While the rune is active the targets skin turns to stone, giving them resistance to bludgeoning, slashing, and piercing damage, and disadvantage on dexterity saving throws. Only one such rune is effective if more than one is in a 5ft space. ### Rune of Ore ___ - **Level:** 7 - **Target:** an object - **Trace duration** 5 minutes While the rune is active the object changes to a type of metal. One rune can convert up to 1ft square of the object, multiple runes can convert a larger object. Metal choices can be: **Iron, Lead, Tin, Brass, Bronze, Copper, Steel, Silver, Electrum, Gold, Platinum, Mithral, Adamantine** ### Rune of Oblivion ___ - **Level:** 10 - **Target:** a creature - **Trace duration** Instant When drawn the target must make a constitution saving throw take 3d10 bludgeoning damage, or half as much on a succesful save. A creature reduced to less than 10 HP from this damage turns to clay. A creature turned to clay this way has an AC of 10, and any damage will cause the creature to crumble to dirt. If a creature is clay when the rune fades, it reverts to its original form and becomes stable with 0 HP.
## Life ### Rune of Life ___ - **Level:** 1 - **Target:** a creature - **Trace duration** 30 seconds While the rune is active, it restores 1 HP per round per level of Rune Scribe, only one such rune is effective if more than one is in a 5ft space. ### Rune of Water ___ - **Level:** 2 - **Target:** a surface - **Trace duration** 1 minute While the rune is active rain pours from the sky, each square in a 30ft radius is considered rough terrain due to being slippery. ### Rune of Leaves ___ - **Level:** 3 - **Target:** a surface - **Trace duration** 1 minute When this rune is cast, a 10ft square of the ground becomes covered in leaves and sticks, hiding anything underneath from sight. ### Rune of Depth ___ - **Level:** 4 - **Target:** a creature - **Trace duration** 30 seconds While this rune is active, the creature gains a swimming speed equal to their walking speed, and can hold their breath for up to 1 hour. ### Rune of Frost ___ - **Level:** 5 - **Target:** a surface - **Trace duration** 30 seconds When drawn, the ground in a 30ft cone from the rune becomes frozen solid. The frozen ground is rough terrain, and any creature starting their turn in the area or moving into the area must make a dexterity saving throw or fall prone and take 1d6 bludgeoning damage and 1d8 cold damage. ### Rune of Waves ___ - **Level:** 7 - **Target:** a surface - **Trace duration** 30 seconds When drawn, a 40ft cube adjacent to the rune becomes flooded with water as water erupts from the air around the cube. Any creature that starts their turn inside the cube must make a strength saving throw or be unable to move during their turn. Creatures inside the cube are considered underwater, and have the associated fighting and movement penalties as well as no oxygen. ### Rune of Rebirth ___ - **Level:** 10 - **Target:** a creature - **Trace duration** 30 seconds While the rune is active, if the target is at 0 HP or drops below 1HP, they regain 2d6 HP and become prone instead of falling unconscious.