Rune Scripter (5e Class)
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Rune Scripter[edit]
You sit at a desk, writing, using Ink, Blood, or Arcane Energy. you write runes that make no sense to anyone but you. That make magic that effects your surroundings, causing candles to snuff out, items to float, and magical lights to appear.
Creating a Rune Scripter[edit]
Creating a Rune Scripter is relatively simple. Rune Scripters have the ability to create magical symbols that do many things some have Offensive abilities, Defensive and Supportive effects, giving them a slight aura of Intelligence and Complexity.
Class Features
As a Rune Scripture you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Rune Scripture level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Rune Scripture level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: One type of artisan's tools
Saving Throws: Intelligence, Charisma
Skills: Choose two from History, Arcana, Insight, Perception, Survival, Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one simple melee weapon or (b) one simple ranged weapon with 20 pieces of ammunition
- Leather armor
- (a) dungeoneer's pack or (b) One type of artisan's tools
Level | Proficiency Bonus |
Features | Runes known | Runes Uses |
---|---|---|---|---|
1st | +2 | Rune Scribing Style, Rune Crafting | 4 | 1 |
2nd | +2 | Transcript Savant | 4 | 1 |
3rd | +2 | Temporary Scriptures | 4 | 1 |
4th | +2 | Ability Score Improvement, Scripture Versatility (Optional) | 6 | 1 |
5th | +3 | Lasting Runes | 6 | 2 |
6th | +3 | Rune Scribing Feature | 6 | 2 |
7th | +3 | Arcane Eyes, Rune Improvement | 8 | 2 |
8th | +3 | Ability Score Improvement, Scripture Versatility (Optional) | 8 | 2 |
9th | +4 | — | 8 | 2 |
10th | +4 | Rune Scribing Feature, Rune Improvement | 10 | 2 |
11th | +4 | Transcript Improvement | 10 | 2 |
12th | +4 | Ability Score Improvement, Scripture Versatility (Optional) | 10 | 2 |
13th | +5 | Lasting Runes Improvement | 10 | 4 |
14th | +5 | Rune Scribing Feature, Rune Improvement | 12 | 4 |
15th | +5 | — | 12 | 4 |
16th | +5 | Ability Score Improvement, Scripture Versatility (Optional) | 12 | 4 |
17th | +6 | Transcript Improvement, Rune Improvement | 14 | 4 |
18th | +6 | — | 14 | 4 |
19th | +6 | Ability Score Improvement, Scripture Versatility (Optional) | 14 | 4 |
20th | +6 | Rune High Weaver, Final Rune Improvement | 16 | 8 |
Rune Knowledge[edit]
At 1st level, you gain knowledge over a rune...
Tracing[edit]
Starting at 1st level, you can trace a rune you know on the air, and conjure the power of the rune. You know two types of tracing: Basic Tracing and Offensive Tracing, described below. The effects generated by the runic tracing are considered magical.
A Basic Tracing uses your Action, while an Offensive Tracing uses your Bonus Action. Some tracing options require a material, mentioned in the description. This materials can be found on the environment, and they can be found on a component pouch.
Tracing a rune requires at least one free hand, and you must not be encumbered to do so, which means you can't trace the rune while wielding a heavy armor, wielding a shield or carrying a two-handed or heavy weapon.
For the effects that require a saving throw, you use your Rune Save DC, that equals 8 + your proficiency bonus + your Intelligence modifier.
Essence[edit]
At 2nd level, you can use your Essence to manifest the powers of the rune. Each Rune have some rune powers that can be accessed through your essence.
- Amplify Rune
You can spend essence up to your limit to amplify the rune when you trace it, causing additional damage equal to 1d8 per point spent, in addition to the Amplification effect of that rune.
- Hastened Tracing
You can spend 1 essence to use the Basic Tracing of any rune you know as a Bonus Action.
Runic Brand[edit]
At 2nd level, when you finish a short or long rest, you can inscribe a rune you know on a weapon. The branded weapon gain the passive benefits described on each runic brand, and you can empower that weapon using Essence Points.
Defensive Tracing[edit]
At 3rd level, you can conjure the defensive properties of your Rune. Using this power is a form of tracing, that uses a type of Action mentioned on its description. Otherwise, it follows the same rules for the Tracing feature.
In addition, you can spend 1 essence point to reduce the Action cost of this defensive tracing by one: A rune that requires an Action can be traced as a Bonus Action; a rune that requires a reaction requires no Action to be traced.
Invocation[edit]
At 9th level, while carrying the rune inscribed on an object, you can conjure its power. You can conjure any rune you currently carry on you.
Once you invoke the power of any rune you carry, you can't use this feature again until you finish a short or long rest. You can invoke a rune a second time at 13th level.
Warding[edit]
At 10th level, when you finish a short or a long rest you can focus on a Inscribed Rune you carry, gaining its Runic Warding benefit. You retain the benefit while you are conscious. You can only focus on a single rune at any given time.
Runic Path[edit]
Runes[edit]
Wind Rune[edit]
- Basic Tracing (1st-level)
As an action, you scribe the wind rune in the air around you and immediately fly 20 feet. If you do not land at the end of this flight, you fall.
- Combat Tracing (1st-level)
As a bonus action, you scribe this rune in the air between you and a creature you can see. The creature must make a Strength saving throw. On a failure, it takes 1d8 bludgeoning damage
Amplification. You cause additional 1d8 bludgeoning damage per essence point spent, and your target is pushed in a straight line directly away from you for 5 feet per essence point spent.
- Runic Brand (2nd-level)
The weapon gains a ghostly blue aura. A ranged or thrown weapon has its normal and maximum range doubled, and it's attacks do not suffer disadvantage due to range. A melee weapon gains the reach property, if it doesn't have it already.
In addition, you can expend essence while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to +1 for each 6 essence points spent. These effects last for 24 hours or until you use this property again.
- Defensive Tracing (3rd-level)
As a reaction when you fall, you can trace this rune in the air around you to take no damage from the fall.
- Invocation (9th-level)
While you are attuned to this rune, you can cast levitate as a bonus action. You regain this ability after a short or long rest.
- Warding (10th-level)
While you are focused on this rune, you cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects.
Arcane Eyes[edit]
Rune High Weaver[edit]
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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