Rune Carver, 2nd Variant (5e Class)
Rune Carver[edit]
<!-Introduction Leader->[edit]
Creating a Rune Carver[edit]
- Quick Build
You can make a Rune Carver quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Rune Carver background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Rune Carver you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Rune Carver level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Rune Carver level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Calligrapher's supplies, and Mason's tools or Woodcarver's tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Religion, Sleight of Hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any two simple weapons or (b) a simple weapon and a shield
- a light crossbow and 20 bolts
- (a) leather armor or (b) scale mail
- Calligrapher's supplies, and a dungeoneer’s pack or a scholar's pack
Level | Proficiency Bonus |
Features | Core Runes Known | Runic Charges |
---|---|---|---|---|
1st | +2 | Runic Graver | 1 | 1 |
2nd | +2 | Complex Runes | 1 | 1 |
3rd | +2 | Rune Carvers Mark | 1 | 2 |
4th | +2 | Ability Score Improvement | 2 | 2 |
5th | +3 | — | 2 | 3 |
6th | +3 | — | 2 | 3 |
7th | +3 | — | 3 | 4 |
8th | +3 | Ability Score Improvement | 3 | 4 |
9th | +4 | — | 3 | 5 |
10th | +4 | — | 3 | 5 |
11th | +4 | — | 4 | 6 |
12th | +4 | Ability Score Improvement | 4 | 6 |
13th | +5 | — | 4 | 7 |
14th | +5 | — | 4 | 7 |
15th | +5 | — | 5 | 8 |
16th | +5 | Ability Score Improvement | 5 | 8 |
17th | +6 | — | 5 | 9 |
18th | +6 | — | 5 | 9 |
19th | +6 | Ability Score Improvement | 6 | 10 |
20th | +6 | — | 6 | 10 |
Runic Graver[edit]
At 1st level, you've learned how to engrave objects or surfaces with ancient magical runes. To carve Core Runes onto anything, you must either have Calligrapher's supplies, Mason's tools or Woodcarver's tools in hand.
Graving runes[edit]
You can carve a rune into a substance - as long as you have the necessary tools to do so - by making a successful Carve Rune check using said tools. The base DC for this roll is determined by the core rune (DC 8). You make the Carve Rune check when you have finished carving it. A rune takes 10 minute to carve. If you are moving while carving a rune, add 5 to the DC of the Carve Rune check. If you fail the check, the rune is broken and it can't do anything. But, in addition, if you fail the check by 5 or more, a Runic Mishap will happen. Roll for the mishap on the Runic Mishaps table.
Core Runes[edit]
When you gain this feature, pick one core rune to learn. You learn additional runes of your choice when you reach certain levels in this class, as shown in the Core Runes Known column of the Rune Carver table. The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. In addition, if a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier. You only get these benefits if you are wearing the rune or carrying an object inscribed with this rune and if it is activated. The Core runes :
- Skilled rune : You gain proficiency in one skill you choose. Choose the skill when carving the rune, you can't change the skill unless you make another rune. At 7th level, you can choose two skills instead of one.
- Resistant rune : You gain temporary hit points equal to how many levels you have. You need to finish long rest before the rune gets the temporary hit points back.
- Assist rune : When a friendly creature within 10 feet of you takes damage, you can use your reaction to take half of the damage.
- Trap rune : When a creature touches this rune, he has to make a Strength saving throw or become grappled by the rune. He can repeat the save at the start of each of his turns.
When the wearer of any rune or the rune itself deals Bludgeoning, Slashing or Piercing damage, add an additional 2 damage of the same damage type. This effect does not stack.
Whenever you gain a level in this class, you can replace one of the core runes you learned with a new one.
Rune activation[edit]
When you carve a rune, it isn't activated until you spend a Runic Charge. To do so, you need to be within 30 feet of the rune and must mutter a few words using a bonus action to imbue it with magic and essentially activating it. When the charge is in the rune, you can deactivate it using a bonus action if you mutter the same words again. Deactivating a rune does not give you the charge back. You get all expended charges after finishing a long rest, except if the expended charge is already inside of a rune. Unless activated, the rune does nothing but stays at the place it was carved. When activated, the rune usually emanates a faint blue.
Runic Mishaps[edit]
Roll a d8 and determine the result by the table below.
Runic Mishaps | |
---|---|
Die Result | Effect |
1-6 | You take 1d8 point of Fire damage. |
7 | Nothing negative happens. |
8 | Roll a d6 on the table "Special Runic Mishaps". |
Special Runic Mishaps | |
---|---|
Die Result | Effect |
1 | You gain one exhaustion point. |
2 | You grow 5 inches for 1d4 days. |
3 | You are incapable to speak anything other than Giant for 24 hours. |
4 | You become Vulnerable to Lightning and Ice damage for 24 hours. |
5 | A sudden loud ringing noise, painfully intense, erupts from the rune. Each creature in a 10-foot-radius sphere centered on the rune takes 2d6 Thunder damage. |
6 | Roll on this table twice. If you get this result again from rolling twice on the table, roll again until you get another result. |
Complex Runes[edit]
At 2nd level, you are more precise when it comes to making runes, you are now able to make more intricate ones. The core runes now have 3 components that the Rune Carver can implement into the rune to make it more complex. However, the more complex a rune is, the harder it will be to carve. The 3 components are :
-The triggers (Triggers are the circumstances under which a rune is invoked)
-The targets (Targets are the selected target upon invocation of the rune)
-The effects (Effects are what happens when a rune is activated)
When carving the rune, you choose the triggers, the targets and the effects. You can arrange them in anyway you like. Each effect added to a rune increases the DC of the Carve Rune check by 3. You can't add more than 3 effects on each rune. You can't add the same effect more than once in a rune. Also, when any none-passive effect is invoked. The rune loses that effect. The rune gets back the effect after the person that carved this rune takes a long rest.
Runic Components | |||
---|---|---|---|
Level | Triggers | Targets | Effects |
2 | A creature that touches the rune | a creature touching the rune | 1d8 Thunder, Lightning, Ice or Fire damage (Choose when carving the rune) |
2 | An associated word or phrase (Saying the word or phrase requires a reaction) | a creature you choose that is within 10 feet of the rune | a number of hit points equal to 1d4 + the rune carvers proficiency bonus |
2 | A hit made by the rune bearer against another creature with a weapon attack | the creature wearing or holding the rune | blinded until the end of their next turn if they fail a Constitution saving throw |
Reading a rune[edit]
When choosing effects, targets, and triggers, you can read how a rune function by putting it in this phrase : When the rune is invoked by trigger, target will get/receive/regain (if it's healing) first none-passive effect, second none-passive effect, and third none-passive effect.
For example : When the rune is invoked by a hit made by the rune bearer against another creature with a weapon attack, a creature you choose that is within 10 feet of the rune will receive 1d8 Thunder damage.
Rune Carvers Mark[edit]
<!-At third level, you chose a Rune Carvers Mark. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 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.
Greater Runes[edit]
At 7th level, you can learn one of those core runes instead of the others.
- Mastery Rune : You gain Expertise in one skill you choose, and you can choose a skill even if you're not already proficient with it. Choose the skill when carving the rune, you can't change the skill unless you make another rune.
<!-Class Option 1->[edit]
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<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
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- <!-Class Feature->
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Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
Prerequisites. To qualify for multiclassing into the Rune Carver class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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