Rune Carver (5e Class)
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Rune Carver[edit]
A knight in shining white armor raises his shield and speaks a word, and a glowing rune appears on his shield, blasting away his foes.
A feral orc traces a few lines across the arcane markings on his chest, and his arms swell to become those of a bear before pouncing upon his foes.
A frail old man in blue robes quickly traces a few lines in the dirt and draws forth a torrent of flame to consume the pursuing goblins.
Rune Carvers are masters of the arcane art of Rune Carving, allowing them to make magical effects at any time without preparation. However due to the time required to make the runes themselves Rune Carvers tend towards a more martial path, with runes adorning their armor and weapons, and sometimes, their bodies.
Rune Magic[edit]
Rune magic is an odd sort compared to the other types in Dungeons & Dragons, it has no spell slots, no mana, no level. It can be cast and used at any time, and that makes it powerful. However runes are fickle, and the slightest mistake can cause them to backfire. That is why only those trained in the use of runes are ever able to use them properly, and not just anyone with a bottle of ink and a quill.
Rune Carvers see rune magic as an insight into the world's workings, and there are as many theories as to why simple markings hold such power as there are Rune Carvers in the world.
Versatility of Runes[edit]
Part of the draw of runes over other forms of magic is the versatility. While runes are inherently less powerful than other forms of magic, they can be used at any time without fear of being unable to replicate your feats later in the day. They also provide a way for the Rune Carver to express their exact desires, rather than only regurgitate the inventions of other mages.
Experimenting with different combinations of components is key to the success of a Rune Carver, since they have few traditional runes passed between them, and are mostly based on experimentation.
Creating a Rune Carver[edit]
A Rune Carver is a follower of an esoteric art not known to many. They are working to rediscover one of the oldest forms of magic. What moves your Rune Carver to experiment with these arcane markings? Is it for personal power? Is it to further the knowledge of the world? Is it to bring magic to the ungifted?
Quick Build[edit]
You can make a Rune Carver quickly by following these suggestions. First, Dexterity should be your highest attribute, which helps you craft those runes. Second, choose the Sage background.
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: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Rune Carver level after 1st
- Proficiencies
Armor: Light and Medium armor
Weapons: All simple weapons, and all crossbows
Tools: Hammer-and-Chisel, Calligraphy Kit
Saving Throws: Intelligence, Dexterity
Skills: Choose two from: Arcana, History, Insight, Medicine, Nature, Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather Armor or (b) Rune Manual (Grants +2 on Carve Rune checks)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) Scholar's Pack or (b) Explorer's Pack
- Hammer-and-Chisel, and a Calligraphy Kit
- (a) dagger or (b) {{{item5b}}}
Level | Proficiency Bonus |
Features | Charge Points | Base Effects Known | Rune Slots |
---|---|---|---|---|---|
1st | +2 | Carve Rune, Basic Triggers, Runic Tradition | - | 3 | 3 |
2nd | +2 | — | - | 4 | 4 |
3rd | +2 | Charged Runes | 1 | 5 | 5 |
4th | +2 | Ability Score Improvement, Bonus Trigger | 1 | 6 | 6 |
5th | +3 | Bonus Target | 1 | 7 | 7 |
6th | +3 | Tradition Feature | 2 | 8 | 8 |
7th | +3 | — | 2 | 9 | 9 |
8th | +3 | Ability Score Improvement, Bonus Trigger | 2 | 10 | 9 |
9th | +4 | Modifiers | 3 | 11 | 10 |
10th | +4 | Tradition Feature, Bonus Target | 3 | 12 | 10 |
11th | +4 | — | 3 | 13 | 11 |
12th | +4 | Ability Score Improvement, Bonus Trigger | 4 | 14 | 11 |
13th | +5 | — | 4 | 15 | 12 |
14th | +5 | Tradition Feature | 4 | 16 | 12 |
15th | +5 | Bonus Target | 5 | 17 | 13 |
16th | +5 | Ability Score Improvement, Bonus Trigger | 5 | 18 | 13 |
17th | +6 | — | 5 | 19 | 14 |
18th | +6 | — | 6 | 20 | 14 |
19th | +6 | Ability Score Improvement | 6 | 21 | 15 |
20th | +6 | Tradition Ultimate, Bonus Trigger, Bonus Target | 6 | 22 | 15 |
Runes[edit]
A Rune Carver has the skills and knowledge necessary to craft runes - magical drawings with arcane power behind them - at any time. Runes consist of five major parts, the components: triggers, targets, effects, and modifiers, and the base rune. Triggers are the circumstances under which a rune is activated, targets are the selected target upon activation of the rune. Effects are just what they sound like, they are what happens when the rune is activated. Modifiers enhance the effects or allow more complicated triggers and targets. Base runes have a specific number of slots based off of its level. Each of these components takes up a slot in the base rune. Base runes determine the base difficulty for carving the rune, while the other components can modify it as well.
A Rune Carver can carve a rune into a substance - as long as he has the necessary tools to do so - by making a successful Carve Rune check. The Carve Rune check is modified by the following: 1d20 + Proficiency + Dexterity + Misc. The base DC for this roll is determined by the base rune, the object the rune is scribed on, and modified by the components.
If a Rune Carver ever fails the check by 5 or more a Runic Mishap will occur. Roll for the mishap on the table below.
A rune takes one round for every 6 points in its DC to carve. This means that the minimum amount of time it takes to carve a rune is two full rounds. Neither the Rune Carver nor the material the rune is being carved upon can be moving for that time, or the caster must make a DC 22 Dexterity Save. On a failed save the rune fails, however, if the rune carver fails by 10 or more, a Runic Mishap will occur. Roll for the mishap on the table below.
Runic Mishaps[edit]
Roll a d8 and determine the result by the table below.
Runic Mishaps Base | |
---|---|
Die Result | Effect |
1-6 | Take damage of an elemental type most appropriate to the rune equal to the DC to carve the rune - 10 |
7 | The rune is ruined, but nothing negative happens. |
8 | Have the gm roll a d6 on the table "Special Runic Mishaps," and if appropriate, share the result. |
Special Runic Mishaps | |
---|---|
Die Result | Effect |
1 | The rune is ruined, and the effect is used once on the Rune Carver carving the rune. If it is something that acts over time, apply the effects for one hour. |
2 | The rune functions as normal, except the DM chooses a new trigger to replace the original one. |
3 | The rune functions as normal, except the DM chooses a new target to replace the original one. |
4 | The rune functions, however, numeric effects are reversed, damage heals, healing damages, debuffs buff, and buffs debuff (or any other things that fit with this). Reroll if rune does not have numeric effects. |
5 | The rune is ruined, and explodes, dealing 1d6+2 dexterity damage to the Rune Carver. This heals after a long rest. |
6 | Roll on this table twice. (Doesn't stack) |
Base Rune[edit]
Base runes are the foundation upon which runes are built, and come in all sorts of sizes. Runes can take up anywhere from an inch wide to a couple of square feet, and time taken changes based on difficulty to craft. Triggering these runes uses a standard cast spell action per rune. Triangle runes consist of a triangle resting inside a simple circle, with a small circle containing the components at each point. This means triangles are simple to make and offer only three slots. The Difficulty Class for creating a triangle rune is 8 + (rune components modifier) + misc.
Runic Traditions[edit]
At first level, a Rune Carver begins their journey down the path of one of the three traditions of the Rune Carver: the Stone Carver, the Runic Knight, and the Flesh Shredder. These each grant benefits to the Rune Carver unique to that tradition. Once the choice has been made, it cannot be changed. A Rune Carver gains further benefit from their traditions at levels 6, 10, 14, and 20. The following are brief descriptions of the traditions. The main body of the traditions is found later in this document.
Stone Carver[edit]
The signature ability of the Stone Carver is to be able to control their runes to a much greater extent than most, allowing them to direct gouts of flame, water, and other elements and effects much better than most Rune Carvers. Stone Carvers also learn more rune components than other Rune Carvers and have a greater aptitude at carving the runes.
Runic Knight[edit]
Runic Knights are known for their bravery on the battlefield. They are however often mistaken for artificers, as much of their magic is used on their equipment and that of their friends.
Flesh Shredder[edit]
Flesh Shredders are renowned across the world for the fearsome appearance they present due to the gruesome scars they put in their body. These scars are in fact imbued runes that grant the Shredder special abilities, and frequently the ability to change shape. However, activating these runes causes some backlash on the user
Runic Scribe[edit]
Runic Scribes have it easier than the other they can write on parchment so it takes less time for Scribe to "Carve" a rune. But this also means they must have parchment with them to cast runic spells.
Charged Runes[edit]
At third level, Rune Carvers have achieved some amount of magical potential and can empower their runes to have a greater effect. As a full action in combat, a runeCarver may imbue a rune with a single charge. Any runeCarvers using charged runes may only use one charge per turn with the exception of the limit-break ability. Any base rune that holds charges regardless of if they where imbued or generated can only hold three charges at a maximum. Any bigger rune that holds charges regardless of if they where imbued or generated can only hold five charges at a maximum.
Ability Score Increase[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.
Bigger Runes[edit]
At level 9, the rune carver becomes able to carve more complex runes. They can now carve a pentagram rune, DC 10 + rune components + misc. These runes are more stable and are able to hold modifiers in their slots, causing them to become more powerful. Pentagram runes ave five slots in them.
Bonus Trigger[edit]
The Rune Carver may add a trigger to their rune without spending a slot in the runic circle. This causes the rune to be activated by multiple different situations. A rune could then be triggered by a spoken word or if stepped on.
Bonus Target[edit]
The Rune Carver may add a new target effect to their rune without spending a slot in the runic circle.
Rune Carver Traditions[edit]
Stone Carver[edit]
Upon choosing this subclass, you are only able to carve runes into the environment(ie. rocks, the ground, trees, etc).
- The Pact
As an action, the Stone Carver can double the charge points a rune has, this cannot give the rune more charge points than it could normally hold. This ability is only usable once per long rest
- Guidance
the Stone Carver can make a rune without rolling a carve rune check but is reduced to 5 hp (once per long rest).
- Reset
the Stone Carver can remove all runes they are aware of and place that many(up to nine can be rest per long rest) making a crave rune check with a dc of 15, but they take 10 runic damage.
Runic Knight[edit]
Upon choosing this subclass, you are only able to carve runes into equipment(ie. weapons, armor, tools, etc).
- Runic Castle
the runic knight carves runes into the ground (only rune allowed to be carved off the armor or weapon). the runes then form a small keep, the walls are 3ft thick, roofs/floors are also 3ft thick, the keep is 4 floors high and each floor is 80ft/80ft. all walls have 100hp. the bottom floor has a large receive teleport rune that can receive up to five party members but has no starting charges, the second, third, and fourth are all empty.
The runic castle takes 16 hours to complete and the runic knight if unaided and completes it all at once then receives 4 levels of exhaustion. Also after carving for 16 hours the runic knight must pass a carve rune check with a dc of 30
- Limit break
Releases all the charge in all runes on the knight's armor and weapon through one rune. this gives the runic knight two levels of exhaustion and deals 2d20 runic damage to the knight. runic damage can't be prevented.
Flesh Shredder[edit]
Upon choosing this subclass, you are only able to carve runes into creatures.
- Life leach.
The flesh carver is able to leach 1d4 hit points from target creature and transfer it to a living target of their choice. if used on self the flesh shredder can transfer a number of hit points to or from themselves equal to their highest hit die instead.
- Forbidden runes.
The nature of the flesh carver causes all non-elemental runes with this modifier to deal necrotic damage if a rune deals radiant type damage the rune now causes force damage instead.
- Flesh Is Weak.
runes with this modifier deal double damage output at the cost of dealing the initial damage roll to the flesh carver.
Rune Scribe[edit]
Upon choosing this subclass, you are only allowed to carve into parchment.
- Inscribing Effort
Instead of a round per every 6 DC it's a round for every 12 points but if it is higher than 16 but not higher than 24 It will take your entire turn no moving no bonus action.
- Talismans
Parchment inscribed with Runes can be thrown to follow a target of your choosing up to 50 feet ( can move around but not through objects) (can be used up to x2 your dexterity modifier per long rest)
- Parchment Rips
If the parchment is soaked with water lit on fire or ripped a runic mishap will happen and you will take necrotic damage equal to half of the carve DC.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Rune Carver class, you must meet these prerequisites: Intelligence 13
Proficiencies. When you multiclass into the Rune Carver class, you gain the following proficiencies: Light Armor, (a) Arcana or (b) Religion, Hammer-and-Chisel, Calligraphy Kit
Rune Components[edit]
Triggers[edit]
each trigger adds 2 to the dc
basic triggers:
presence: rune activates when a sentient entity enters or touches the rune.
touch: Rune activates upon being touched or struck.
spoken: rune activates upon a key word or phrase being spoken.
Thrown: this rune activates upon impact with a creature, object, or surface
advanced triggers:
Dead Man: rune activates when hit points of whatever it is on hit zero. Note when using this trigger the hit points must be above zero
linked: when the linked rune activates so does this rune. the amount of runes that can be linked are equal to the runeCarver level
Timed: After a set amount of time the rune activates
Blood: rune activates when blood lands on the rune
Targets[edit]
each target subtracts 2 from dc
Target effects available at 1st level:
target enemy: Rune targets single hostile entity either within the runes circle or within a range of 15 feet from the rune.
target self: Rune targets current user with rune's current effects.
target object: Rune targets a single non-living object.
Effects[edit]
each effect adds 3 to the dc
Rune effects Available at 1st level:
Fire ball: rune creates a single ball of fire that deals 1D4 burning damage upon contact.
stream: Rune creates a mass of water. if used as a projectile it deals 1D4 blunt damage.
Earth: creates a column of earth that is 3ft by 5ft. this column durability is equal to the source component. if used as a projectile it deals 1d4 bludgeoning.
Force: applies 1d4 of bludgeoning damage to the rune.
Polish: the area the rune is inscribed on now gains a natural mirror like gleam. the inscribed area is now considered a mirror.
Gust: The following rune emits a burst of pressurized wind that knocks andy creature prone on a failed DC 10 dexterity save (add 5 for each additional charge).
Vile: The following rune causes a burning sensation on contact ad can dissolve materials. Upon contact this rune deals 1d4 corrosive damage.
Rune effects available at 3rd level
Arrow: this rune projects an astral arrow that deals 1d6 of piercing damage and carries the other effects of the rune. it has a range of the runeCarver's walking speed. the runeCarver must make a hit check like it was a crossbow.
Elemental: this effect deals 1d6 of elemental damage(runeCarver's choice, if not chosen it s the dm's choice) in a 5ft radius.
Spike: this effect generates a spike 3ft long and 6 inches in diameter at the base, it is made out of the material that the rune is on. is used as a projectile it deals 1d4 of piercing damage
Shape: allows a RuneCarver to reshape existing terrain within the rune circle once within a 5ft difference of the original terrain.
Cage: this rune traps a single creature within its radius upon trigger. duration lasts until rune loses charge.
Ripple: this rune infuses an object or effect with the suns energy adding 1d4 radiant damage per rune.
shield: this rune causes a barrier to form along the perimeter of the rune protecting anything inside. The barrier's durability is equal to the armor class of creatures its inscribed on or the durability of the material it is inscribed on.
Shadow: This rune grants control over darkness, its reach does not exceed more than 30ft and takes on the elemental property of other runes within the same base. the shadow also has equal strength and dexterity of the person using or within the rune.
rune effect available at 10th level
Return: this rune receives the the teleport rune's send signal. this rune also takes up 5 rune component slots.
Send: this rune sends the teleport signal to the receive rune. this rune also takes up 5 rune component slots.
Heal: this rune heals 1d4 hit points for living creatures.
Mend: the rune repairs 1d4 of damage to nonliving objects.
Release: this ability allows you to release all the charges stored in the rune at once.
Extract: this ability allows you to absorb charge points from runes.
Runesight: this ability allows you to identify runes (effects, triggers, target, and how many charge that are left.)
Store house: this rune allows you to store a single item in the rune, but this effect cost five effect slots.
speak: this rune allows two creature linked with the speak rune to communicate no matter when or where, however when communicating all participants in the conversation have to be compleatly honest. If someone is dishonest the rune violently explodes on that user and nearby objects um to 25ft dealing 2d10 unblockable force damage. The rune base on the opposite end of the conversation is then rendered inert and dissipates harmlessly.
Craft: this rune requires at least two spaces within the runic base, and allows for the creation of a simple object or weapon. the difficulty of his rune and complexity of objects increase with the number of times it is used in the base. Each use of this rune adds +5 to the rune craft difficulty.
Modifiers[edit]
Aspect of flame: item now deals burning damage +1, the object now also has the qualities similar to fire. adds 4 to dc
Neutral: this rune modifier leaves the object as is.
Keen stone: sharpens an object or effect like an knife, objects gain +1 slashing damage, the object now gain an edge if it has none and is sharp. rune effects now convert to sharp projectiles and adds slashing to there damage type. adds 4 to dc
Advanced rune: the player decides how the rune will work in regards to the effect instead of the dm. adds 6 to dc
reinforce: adds runCarvers base AC to inscribed object. cannot be used on living creatures.
unfocused: upon triggering this unstable rune causes the effects of the runic symbol to disperse violently in every direction. adds 1d6 damage and +5 to rune craft DC.
Rot: this modifier causes runes to go bad within minutes (3 rounds) however and creature that is targeted by the rune or infused object takes an additional 1d6 necrotic damage. objects rust or enter disrepair quickly and must be maintained every day with this rune added to them.
Beginner: this rune Halfs the effects of effects but also reduces rune dc by half too.
Epic Runes[edit]
At 20th level each RuneCarver gets the choice of one extremely powerful rune that can rend enemies in half or demolish entire landscapes. Epic runes take three rounds to carve with an additional round to activate. Due to the rune's high intensity after the encounter, the rune automatically fades after three hours regardless of any other abilities. Rune carvers can only learn one epic rune from the following list. Epic runes are unique in which they can only be used once before requiring a long rest and cant be infused with runic charges.
Tsunami: This rune creates a flood of powerful water from the origin of the rune. anyone in the initial blast must make a dexterity saving throw to not be knocked prone, they also take 5d10 bludgeoning damage. Additionally all land in the encounter is now drowned in deep water of at least 30ft in depth.
Hell Storm: This rune releases an intense blast of hellfire that ignites, scorches, smelts, and utterly sears the landscape around it. Anyone in the blast takes 5d10 burning damage and must make a Dexterity saving throw to not be knocked prone. Additionally the area in the encounter is now difficult terrain as it has been utterly decimated by fire.
Quake: This rune creates a devastating quake that knocks enemies prone automatically, additionally the terrain shifts to create rock walls and crevices while changing the elevation of the ground in the encounter. this spell causes catastrophic damage to structures and artificial beings. golems, and ground-based automatons take 10d10 bludgeoning damage, while tall buildings topple over.
Hurricane: This rune creates a destructive whirlwind that travels in a preordained direction, and then drifts around the encounter by the DM's discretion. creatures near the hurricane get thrown 30ft in a random direction upon a failed strength check. creatures that are thrown take 2d8 bludgeoning damage, regardless of the sheer force of the hurricane's wind deals 5d10 slashing damage.
Mind Rend: This rune while visually lacking deals 5d10 psionic damage to select creatures that succeed at an intelligence save. upon a failed intelligence save creatures take 10d10 psionic damage at the cost that this rune can only target five creatures max.
Smite: This rune attacks all selected creatures within 50ft of the center of the rune and strikes them with a bolt of radiant lightning that deals 5d10 radiant and lightning damage.
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