Rune Bearer

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Rune Bearer

Rune Bearer

Rune Bearer
Level Proficiency Bonus Runes Features
1st +2 Scribe Speech, Runic Weapon, Unarmored Defense
2nd +2 3 Runes
3rd +2 3 Script
4th +2 3 Ability Score Improvement
5th +3 4 Extra Attack
6th +3 4 Simultaneous Activation (x1)
7th +3 4 Script Feature
8th +3 5
9th +4 5 Ability Score Improvement
10th +4 5 Script Feature
11th +4 6
12th +4 6 Ability Score Improvement
13th +5 6 Simultaneous Activation (x2)
14th +5 7
15th +5 7 Script Feature
16th +5 7 Ability Score Improvement
17th +6 8
18th +6 8 Simultaneous Activation (x3)
19th +6 8 Ability Score Improvement
20th +6 9 Runic Master

Class Features

As a Rune Bearer, you gain the following class features  

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Calligrapher's tools

  • Saving Throws: Intelligence, Dexterity
  • Skills: Choose two from Acrobatics, Arcana, Insight, Investigation, Perception, and Survival

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a quarterstaff or (b) 10 javelins
  • (a) a scholar's pack or (b) a explorer's pack
  • An Inscriber, any simple weapon, and two daggers

Scribe Speech

An ancient language used to invoke runes and to write runes. If this language is spoken in the presence of a rune, the rune may react if it matches the word or phrase spoken. You can speak, read, and write Scribe Speech.

Runic Weapon

At 1st level, you may choose any simple or martial .weapon as your runic weapon. This weapon is bound to you. You have proficiency with it even if you normally wouldn't, and you always know exactly where it is at all times. Should you be separated from your weapon, you may have it teleport into your hand as an action.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Runes

The power of the weave inscribed upon your very skin. You gain the ability to write Runes on yourself using your Inscriber. If you wish to inscribe any amount of runes doing so takes one hour. Inscribing an amount of runes above the maximum amount, listed on the table corresponding to level in this class, causes all runes to fade away.

Some Runes will allow you to cast spells, when doing so Intelligence is your spellcasting modifier used in determining spell attack bonus and spell save DC.

Script

At 3rd level, you choose a Script that you begin to specialize your writing in Martial, Beastial, or Elemental. Your Script choice grants you features at 3rd level and then again at 7th, 11th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 9th, 12th, 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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Simultaneous Activation

Starting at 6th level, you learn how to activate multiple runes at once. You can activate two different runes at the same time as long as they both require your action, bonus action, or reaction unless otherwise noted. The amount of runes you can activate simultaneously increases to three at 13th level, and four at 18th level.

Runic Master

At 20th level, your mastery over runes reach its zenith. As an action, you can activate all of your runes at once even if the rune requires a bonus action. You can only use this feature once per day.

Scripts

Martial Script

The Martial writing is known for its devestating might in weaponry. Applying runes to shield and sword, the Martial Script excels at assault.

Weapon Born Rune

When you begin this subclass your runic weapon can now bear its own rune. You can change out this rune at the end of a long rest.

  • Precision Rune. While this rune is on your runic weapon, when you make a weapon attack roll against a creature, you can add half your proficiency bonus to your roll. You can do this a number of times equal to your dexterity bonus per short or long rest.
  • Brutal Rune. While this rune is on your runic weapon, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
  • Charge Rune. While this rune is on your runic weapon, your speed doubles when moving towards an enemy.

Bonus Proficiencies

When you specialize in this script, you gain proficiency with medium armor and shields.

Impressive Physique

Starting at 7th level, you can add half your proficiency bonus to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

Weapon Coupling

At 11th level, you can now apply two runes to your runic weapon.

Rune of the Indomitable

At 17th level, you gain the Indomitable Rune which does not count against your rune total. Whenever you take damage that would reduce you to 0 hp, you can use your reaction to activate the rune, and immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. This rune can only be activated once per long rest.

Bestial Script

The Bestial writing draws upon the power of your primal form. Transforming you into a branded beast of furiosity.

Primal Rune

Starting when you choose this script at 3rd level, you gain the Primal Rune which does not count against your rune total, you can transform as an action, revealing the bestial power within you. For 1 minute, your runic weapon becomes part of you and manifests as a natural weapon. This natural weapon counts as a simple melee weapon for you, and you add your strength or dexterity modifier to the attack and damage rolls when you attack with it, as normal. You can activate this rune a number of times equal to your proficiency modifier.

  • Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

  • Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

  • Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Enhanced Senses

Starting at 7th level, when your Primal Rune is activated your eyes focus, ears sharpen, and nose strengthens. Wisdom (perception) checks that rely on your senses are made with advantage. Additionally, the natural weapons from the Primal Rune count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Roar

Beginning at 11th level, your beastial roar instills power within you and your allies. While your primal rune is activated, you can roar as an action causing you and a number of creatures that hear your roar equal to your intelligence modifier to gain temporary hp equal to half your level. Additionally, You can make one melee attack with your natural weapons as a bonus action when you use this feature.

Behemoth

At 17th level, whenever you activate your Primal Rune, your reach increases by 10 feet, and if you are smaller than Huge, you become Huge, along with anything you are wearing. If there isn’t enough room for you to become Huge, your size grows to Large, and if there isn't enough rook for you to become Large, your size doesn't change. This growth also increases the size of your natural weapons, tripling or doubling the damage dice, as per the rules on page 278 of the DMG.

Elemental Script

The Elemental writing draws strength the elemental planes granting you incredulous might.

Primordial Rune

Starting at 3rd level, you gain the Primordial Rune which does not count against your rune total. As a bonus action, you can enchant your weapon with an elemental giving it additional fire, cold, poison, thunder, or lightning damage. The first time each turn that you hit a creature with your enchanted weapon, it takes an extra 1d8 of the damage type selected from the weapon.

This benefit lasts until you finish a short or long rest.

Influence Element

At 7th level, you gain the ability to control the elements around you. You can cast the cantrips Control Flames, Shape Water, Mold Earth, and Gust. Additionally you gain resistance to the damage type corresponding to your Primordial Rune damage.

 

Primeval Essence

At 11th level, you gain the ability to channel your elemental strength in a manner not unlike a caster commands magic. Once per short rest, you may cast a spell determined by your chosen Primordial Rune damage as an action. The spells are as follows: Fireball (Fire), Tidal Wave (Cold), Erupting Earth (Poison), Lightning Bolt (Lightning), Fly (Thunder). Your Spell Save DC is 8 + your Intelligence Modifier + Proficiency Bonus.

Elemental Mastery

At 17th Level, you achieve Elemental Mastery, becoming one with the elements. As a bonus action, you can assume the form of an elemental (Air, Water, Earth, or Fire elemental ) for 1 minute. When you turn into an Elemental using this feature, you retain your intelligence, wisdom, and charisma scores as well as any effectscaused by activated runes.

Runes

Analysis

With the Analysis rune, you can discern a creature's ability. If you spend at least 1 minute observing a creature, you can discern one of its ability scores, armor class, or maximum hp.

Beast Speech

Prerequisite: Bestial Script
You can cast Speak with Animals at will, without expending a spell slot.

Cancer

Prerequisite: 13th Level
The Cancer Rune allows you to give terminal cancer to a living creature you touch as an action once per day. Additionally, you can remove someone's cancer by doing the same. If you choose not to remove the target creature's terminal cancer they will die in a number of weeks equal to their constitution score.

Cloud

This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

  • In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Deafening

With this Deafening rune, you can magically shroud the sense of hearing as an action. Choose one creature within 30ft to make a Constitution save. If it fails, they are deafened for a minute. At the end of each of its turns, the target can remake the saving throw ending the deafness on success. You can only target one creature at a time and can activate this rune a number of times equal to your Intelligence modifier.

Defense

Your resiliency is summoned with the power of this rune. When you would receive damage from an attack, you can use your reaction and halve the damage you would take.

Doublade Rune

You can engage in two-weapon fighting with one weapon that lacks the light property. At 8th level, you can engage in two-weapon fighting with two weapons that lack the light property.

Elemental Attunement

Prerequisite: Elemental Script
You scribe the symbolic representation of a flame, snowflake or another type of elemental energy. You can change the damage type of your attacks for that of the elemental symbol from the tattoo when you make an attack.

You choose the damage type from the following options, when you make the tattoo: acid, cold, fire, lightning or thunder. Starting at 5th level, you can also make tattoos that cause radiant or necrotic damage. At 8th level, you can make tattoos that cause force damage.

Ethereal Chain

Prerequisite: 10th level
You can cast hold monster a number of times equal to half your proficiency bonus, and intelligence is your spellcasting ability for this spell. You must finish a long rest before using this rune again.

Eyes of the Rune Keeper

You can read all writing.

Fire

This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

  • In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Foot of the Rabbit

When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Frog

When you bear this rune, your jump distance triples, and if you would jump high enough to hurt yourself when landing, you ignore the damage taken from this height only.

Frost

This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

  • In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Globe

With the Rune of Globe, your geographical knowledge is unparalleled. While the Rune is on you, you always know exactly where you are in the world, exactly where every other place is in the world, and the exact distance between any locations in the world.

Healing Factor

Prerequisite: 5th Level
With this Healing Factor rune, you can use a number of hitdie equal to half your intelligence modifier to replenish hp as an action. You can only activate this rune once per long rest.

Hill

Prerequisite: 7th level
This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

  • In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Improved Runic Weapon

Prerequisite: 3th Level
Your Runic Weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Jinx

With this Jinx rune, good things must always have unintended consequences. Whenever you or an ally rolls a 20 on an ability check, attack roll, or saving throw, roll on the wild magic table.

Luna

Prerequisite: 14th level Once this rune is scribed upon you, you gain dark powers influenced by the moon. Depending on what phase of the moon it is you gain the following benefits:

  • Full Moon: You shed bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, you and creatures of your choice have advantage on saving throws while within the bright light you shed.
  • New Moon: You have advantage on Dexterity (Stealth) checks. In addition, while you are in dim light or darkness, attack rolls have disadvantage against you.
  • Crescent Moon: You have resistance to necrotic and radiant damage.

Mind Fortress

This rune acts passively as to protect you from mental afflictions. Whenever you are subject to an Intelligence or Wisdom saving throw from a spell or spell-like ability you have a bonus +1 to these saves.

Passage

You can cast the misty step spell once with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for this spell.

Recalling

Similar to the process of attuning, you can make a recall bond with up to any 3 items. With this recall bond, you can use an action to teleport the item to your hand.

Repose

With this rune you gain the ability to rest more fruitfully. Whenever you take a short rest you may add your intelligence modifier to your hitdie when used to replenish health, and you gain the ability to meditate in a state of repose for 10 minutes in order to remove a level of exhaustion. You can only meditate in this way once per day.

Rune of Spell Storage

You can store a number of spells equal to your proficiency bonus; however, any spell's level cannot exceed your proficiency bonus.

Rune of the Arrow

Prerequisite: 17th level
The Rune of the Arrow, allows you to briefly stop the flow of time for everyone but yourself as an action. No time passes for other creatures, while you take 2 turns in a row, during which you can use actions and move as normal.

Rune of the Compacted

As an action, you can invoke this rune and shrink to the tiny size. At this size you can make Dexterity (Stealth) checks at advantage, you gain a +5 armor class bonus, and gain a +5 dexterity save bonus. However, your speed is halved, you have disadvantage on Strength (Athletics) checks, and attack rolls are made at disadvantage.

Rune of the Hunt

Prerequisite: Bestial Script
You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.

Rune of Zoning

Using this rune allows you to blast away opponents. As a reaction, you make a melee weapon attack against a target that moves within 5 feet of you. On a hit, the target takes 2d6 force damage and is shoved backwards by 15 feet.

Runes of Aegis

You can release the stored arcane power within this rune to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to activate this rune, rolling 1d12 + your Intelligence modifier. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell. This rune can only be used a number of times equal to your proficiency bonus per long rest.

 

Rune Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Runic Detection

You can cast Detect Magic at will, without expending a spell slot or material components.

Safety

Prerequisite: 7th level
When you make a saving throw, you may expend your reaction and take half damage on a failed save, and no damage on a successful save. You may use this rune a number of times equal to your Intelligence modifier per long rest.

Scent of Blood

Prerequisite: Bestial Script
As a bonus action, you select a creature within 60 feet of you that you can see. A red mark that resembles a your rune suddenly appears on their skin. You have advantage on attack rolls and Wisdom (Survival) checks to track the creature. Additionally, the marked creature cannot benefit from half cover from you. This mark fades after 1 hour and can only target one creature. You must finish a short or long rest to use this rune again.

Spellsmith

You know the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast the spell with this trait, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells.

Stone

This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.

  • In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Storm

Prerequisite: 7th level
Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.

  • In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Strength

Prerequisite: Martial Script
As an action, you can boost your physical prowess. For a number of turns equal to your Intelligence modifier, you have advantage in Strength (Athletics) checks, and you gain a +1 bonus to your Armor Class.

Superior Runic Weapon

Prerequisite: 9th Level
Your Runic Weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your Runic Weapon.

Swift

This rune gives you an additional 10 feet of movement and allows you to dash or disengage as a bonus action.

Toxicity

Prerequisite: 3rd Level
With the Rune of Toxicity, your tolerance to acids and poisons allow you to remain strong in their wake. You gain resistance to acid and poison damage as well as advantage on saving throws against the effects of acids or poisons.

Vampirism

Prerequisite: 9th Level
As an action, you can strike out with a life draining strike. Make an unarmed attack and if you succeed you deal 4d6 necrotic damage healing for the amount of damage dealt. You can activate this rune a number of times equal to half your proficiency bonus.

Vigilant Guardian

Prerequisite: Martial Script
When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead.

 

Art Credits: Kerem Beyit & Leonard Mendoza & Daniel 蛟 Vasylyev

 

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