Rune Smith reimagined (5e Class)

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Rune Smith reimagined (5e Class)[edit]

Based on https://www.dandwiki.com/wiki/Rune_Smith_(5e_Class)

  • 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 dwarven merchant sells mugs inscribed with runes that will keep your beer chilled for 1 hour.

Rune Smiths are masters of the arcane art of Rune Inscriptions.

Their magical effects can be used by them or others at any time, or be prepared in advance, with runes adorning their armor and weapons, tools, and sometimes, their bodies.

Rune magic has no spell slots, no mana, no level, it depends on the Runes that the Rune Smith is attuned to and the knowledge and skill to combine them.


Rune Magic[edit]

While runes are inherently less powerful than other forms of magic, they can be prepared in advance and be used at any time.

Part of the draw of runes over other forms of magic is the versatility.

A Rune Smith might use the "Rune of Fire", to make one elemental melee attack, set a triggered fire trap, permanently imbue armor with resistance to fire or simply make a reliable fire-starter for the campfire - And that's just knowing one rune!

The Rune Smith is be able to draw and manipulate the raw essence of one or more runes in the Inscription, modulating it and setting triggers.

For this reason, an Inscription has 3 components (2 types of runes and a trigger):

  • 1. Major Rune - the core essence that power is drawn from
  • 2. Minor Rune - no effect on their own, these runes are only used to modulate the Major Runes of an Inscription
  • 3. Trigger - mental commands imbued into the inscription during its creation

The Rune Smith must be attuned to the essence of the Rune he or she is connecting to, it's not enough to have seen the rune once. If attuned, the Rune Smith can make superficial (in-the-moment/one-time-use) or durable inscriptions. In the process of creating a durable inscription, the Rune Smith must concentrate for the whole duration and use his knowledge, skill and will for the desired effect, using the appropriate tools and materials.

For example, "Rune of Fire" drawn alone by an attuned Rune Smith might simply call the fire in that moment and will cause damage to the caster, but a "Rune of Fire" modulated with a minor rune, can be set with a trigger and called with delay, enhanced or otherwise be made more useful.

  • There are different ways of inscribing, based on complexity and durability:
    • superficial: Superficial runes/Inscriptions are drawn on surfaces with paints, ink, chalk, or other similar methods of art and writing. They are fast to inscribe - typically 1 action - but don't last long, disappearing after they've completed their goal. They have a tendency to fail if not drawn correctly.
    • durable, charged: Set runes are more permanent markings/carvings or stitching, requiring time and care as the Rune Smith scratches lines on, gouges trenches or sews into the desired surface. Charged Inscriptions have a number of charges until they lose potency, but can be re-charged if they have only 1 charge left. It takes 1 hour of concentrated focus, per charge, to create these inscriptions, or half that time if proficient with the tools used. An interruption for eating or interacting with anything else will require 10 minutes of getting back into focus. Taking any damage will require starting over.
    • durable, continuous: Continuous runes are permanently connected to an energy source and are typically a sign of Mastery of one of the Runic Traditions. Aside from mastering charged durable runes, a continuous rune requires a material component as a conduit or energy source: noble metals, gemstones, specific types of wood. A charged rune may be transformed into a continuous one with gold inlays etc.

Runes may be damaged or improperly created, which may backfire on the caster - a careful Rune Smith will know to check for any damage and tampering.

Runes cannot usually be applied to living beings, but instead to objects that living being can use/wear. The elemental forces drawn, combined with life forces, will conflict and may cause damage to the being they're applied to. This has been used as a form of torture in the past.

Rune Priests may be able to combination runes with life forces, by relying on their divine connection for balance. The mysterious tradition of Runeskins has also integrated runic tattoos into their tribe's way of life, but is seen by outsiders as blasphemous.

How many runes a Rune Smith knows and how he can combine them will be determined based on his level and Runic Tradition.

Any new Inscription devised by a Rune Smite should be discussed beforehand with his/her DM.

Runic Traditions[edit]

At 2nd level, you specialize your talents into one of the five traditions of the Rune Smith:

  • the Rune Mage
  • the Rune Smith
  • the Rune Priest
  • the Runeskin
  • The Runemancer

Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 20th level.

Runic Traditions Overview[edit]

1
Rune Mage (Arcanist)
KNOWLEDGE, CREATIVITY, WEALTH, STATUS
A relatively new arcane field. Interested in knowledge, academic pursuits and investigating new and clever ways to use runes. Arcanists can have a variety of occupations and interests: manufacturing trinkets and small magical items, offering scribing, divination or security services to rich patrons, exploring new runes, spycraft etc. No two Arcanists are the same, although they often come into ideological conflict with Rune Priests.
An arcanist might carve into stone with acid, thus reducing time. His inscriptions are fast and creative.
2
Rune Smith (Armorer, engineer)
TRADITION, QUALITY, DURABILITY, LOYALTY
Traditionalist dwarfish engineering and smithing techniques focusing on quality work and durability. Rune Smiths are reluctant to offer up their secrets to anyone else not in the Rune Smithing guild. Wile basic rune smithing for armor and weapons is known outside of the guild, the guild has only recently opened limited access for non-dwarf members. Will not trust Fleshcarvers.
A traditionalist will carve into stone with tools. His inscriptions are made with skill and durable.
3
Rune Priest
JUSTICE, MYSTICISM, BELIEF, PURPOSE
Rune Priests believe that runes are given by divinity to the mortal races to allow control over nature - and should be treated with the proper rituals and reverence, in service of nature. Divine Runes are shrouded in mystery and, given by each particular god to their followers, can achieve wonderous things - from divination to warding, blessings or curses.
A rune priest will draw upon special divine runes, imparted by his God(s) or Saints, may tattoo divine runes on body.
4
Runeskin ("Fleshcarver")
IDENTITY, BETTERMENT, COMMUNITY, HONOR
Flesh scribes imbue their own or other's very bodies with the power of runes, either through the use of tattoos or by gouging scars. Ancient techniques, originating from the deep swamps, the art has been since been adopted by, and received influences form druids. Fleshcarving is used for adornment, transformation, healing and war, and sometimes to cause obedience or ensure the fulfillment of a geas.
A Runeskin can tattoo any runes on his body, not only divine ones.
5
Runemancer
CONTROL, SOURCE, SUSTAIN
The Runemancer seeks to control the very nature of the world and bind it to his will. They create living constructs and are experts in sourcing energy to power their creations. Runemancer are able to summon beings with their rune circle inscriptions. Runemancers may become obsessed with the true names of objects and beings and able to control these form a distance with their runes.
A Runemancer is a renegade, drawing from multiple sources of inspiration.



Quick Build[edit]

You can make a Rune Smith quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength if you plan to go into the Runic Knight tradition, Dexterity if you plan to go into the Arcanist or Runemancer traditions, Constitution if you plan to go into the Runeskin tradition, or Wisdom if you plan to go into the Rune Priest tradition. Second, choose the sage background.

Class Features

As a Rune Smith you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Hand crossbow, Heavy crossbow, Maul, War pick, Warhammer
Tools: Choose two from: Calligrapher's supplies, Jeweler's tools, Mason's tools, Painter's supplies, Sewing supplies
Saving Throws: Intelligence, Wisdom
Skills: Choose two from: Arcana, History, Sleight of Hand, Insight, Medicine, Nature, Religion

Equipment

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

  • (a) Leather armor, a light crossbow and 20 bolts or (b) Scalemail armor and a war pick or (c) Chainmail armor
  • (a) A martial weapon or (b) Two simple weapons
  • (a) Calligrapher's supplies or (b) Painter's supplies
  • (a) Jeweler's tools or (b) Mason's tools
  • (a) Explorer's Pack or (b) Scholar's Pack

Table: The Rune Smith

Level Proficiency
Bonus
Features Up to x Major Runes per Inscription Minor Runes known Major Runes known
1st +2 Runic Inscription (Simple, Triangle) 2 3 2
2nd +2 Runic Tradition 3 3 3
3rd +2 3 4 3
4th +2 Ability Score Improvement 3 4 4
5th +3 Bonus Effect 4 4 4
6th +3 Runic Tradition Feature 4 5 4
7th +3 Runic Inscription (Square) 4 5 5
8th +3 Ability Score Improvement 5 5 5
9th +4 Bonus Target 5 6 5
10th +4 Runic Tradition Feature, Runic Recovery 5 6 6
11th +4 Rune Augments 5 6 6
12th +4 Ability Score Improvement 6 6 6
13th +5 Runic Inscription (Pentagon) 6 6 7
14th +5 Runic Tradition Feature 6 7 7
15th +5 6 7 7
16th +5 Ability Score Improvement 6 7 8
17th +6 Rune Augments 7 7 8
18th +6 Runic Inscription (Hexagon) 7 8 8
19th +6 Ability Score Improvement 8 8 8
20th +6 Runic Tradition Feature, Bonus Effect (2) 8 8 9


Runes[edit]

The initiate's incessant questions[edit]

How to create Runic Inscriptions? Based on your level, you can combine up to a certain number of Major runes per Inscription, as shown in the table and you know a number of minor rune to module your Inscription. These are drawn or carved onto a material for which you need the appropriate tools and proficiency in them. You specify the trigger mentally when creating the Inscription.

How long do they last? Superficial runes last for one use. More durable runes will typically last until they are damaged from wear and tear. Charged runes may become inert after all their charges are used up.

Can I draw a Rune into the air to call on it? No, Runes must be written, painted inscribed, carved, stitched with tools.

How many can I do per day? There is no limit save for the time it takes to create them, the tools and materials used/consumed.

How many runic Inscriptions can i have at the same time? There is no limit.

Can I have the rune trigger when a specific enemy touches it? Yes, but only as a durable rune, as this requires you concentrate on a known enemy while creating the rune.

Can I have the rune target a specific enemy, when activated? No. Runes draw forth an essence or power and this affects the surrounding or marked area. Runes do not have a mind and cannot identify targets.

Can magic Rune Inscriptions be detected with the spell Detect magic? Yes, if the rune is

Minor Runes[edit]

Minor Runes help create more complex and versatile Runic Inscriptions. Your level determines how many you know - at 1st level, you know 3.

Minor Runes
Minor Runes Used for
Call calls forth the undirected default power/essence of a rune.
Deny Indicates exclusion or negates another minor or major rune ("NOT").
Imbue Allows to imbue properties into objects/ Allows to detect an essence of a specific element or property. May be harmful if drawn on living beings.
Potent Enhances another rune by on a scale (Damage, Duration or Distance).
Temper reduces the raw power of a rune, making it safer for everyday use.
Link Connect inscriptions, especially after they're already inscribed. When inscribing, the 2 runes must be within sight of the Rune Smith. For the link to work, the inscriptions must remain within the same plane of existence, undamaged.

Major Runes[edit]

Elemental runes draw from the raw essence of the elements.

Elemental
1. Type 2. Rune of 3. Description 4. Default effect/area 5. Other effects and conditions 6. Examples with combinations
Elemental Fire Raw essence of fire 1d6 fire damage in 5ft ignites objects not worn or carried call: Fire (potency damage) = more damage (2d6)

imbue: (tempered) Fire (potency duration) on pot = Keeps food warm by adding constant heat. Useful in camp. imbue: (deny) Fire as regular pattern on the outside of a cloak = Fire-resistant cloak, useful in forge work, volcano mining, firefighting imbue: call: Fire on sword, triggered on hit = DIRECTED 1d6 extra fire damage on impact imbue: Fire on sword, triggered on hit = sword glows red-hot on impact, no specific damage imbue: call: Fire linked with Binding on sword, triggered on hit = DIRECTED Damage+Fireleash. 1d6 extra fire damage on impact. On a failed Dex save, target is linked by a fire leash to the sword. If target ends its turn within 5ft of the sword, deal 1d6 damage. If target is at any point more than 5ft away, the Binding ends automatically. imbue:(tempered) Fire on 2 stones, triggered when they touch each other = reliable, safe firestarter (deny) Fire, triggered on contact with fire = extinguishes fire within one 5ft cube imbue: (deny) Fire on armor = fire resistant armor (more runes may be necessary for full coverage)"

Elemental Ice Raw essence of ice 1d6 cold damage in 5ft liquid within a 5 ft cube freezes x
Elemental Lightning Raw essence of lightning 1d6 lightning damage in 5ft a flammable object hit become ignited imbue: Lightning(tempered) inscribed on metal bit, placed into water = Compass (orientation).

call: Lightning(tempered) = small jolt to nearest object/creature touching

call: Lightning(tempered) inscribed on object, triggered by touch by non-authorized person = small jolt to remind someone not to touch.

call: Lightning(tempered) on 2 stones, triggered when they touch each other = Spark stones, need dry feed to start a fire

call: [Lightning linked with Binding] = repeated damage on same target as bonus action, as long as the rune still has charges.

call: [Binding linked with Lightning] = attempt to bind/divert lightning into the material where the rune is inscribed. If the material cannot store elemental essence, it takes the damage."

Elemental Thunder Raw essence of thunder 1d6 thunder damage in 5ft May create thunderous boom or tremors call: thunder (potency damage) inscribed on pebble, triggered on hit (thrown) = small explosives without fire risk 1d6 thunder damage (mining)

imbue: (deny) Thunder on the 4 corners of a table/door/wall = vibration/sound-proofing. Stabilizes table for detail work (jeweler, clockmaker), soundproofs walls and doors. imbue: (deny) Thunder on shield = shield resistant to thunder damage Can be used to deafen enemies or make them fall

Elemental Earth Raw connection to earth - May create effects similar to Mold Earth x


Arcane runes are found through research and connect to arcane flows of magic.

Arcane
1. Type 2. Rune of 3. Description 4. Default effect/area 5. Other effects and conditions 6. Examples with combinations


Arcane the Eyes Arcane eyes, to perceive what cannot be normally perceived - x x
Arcane the Star The connection to cosmic knowledge and guidance - x x
Arcane Sound connection to soundwaves - May be used to absorb or emanate sound x
Arcane Force Raw essence of magical force 1d6 force damage in 5ft May be used to push x

Ancestral runes came about in various communities, most notably dwarfish and some druidic and tribal communities. They were became known and with common use, connection to nature or, some suspect, when priests sharing diving rules with a community of artisans and craftsmen.

Ancestral
1. Type 2. Rune of 3. Description 4. Default effect/area 5. Other effects and conditions 6. Examples with combinations


Ancestral Fertility Connection to fertility and growth x x x
Ancestral Healing Connection to the body's own healing ability x x x
Ancestral Warding x x x x
Ancestral Protection from the elements x x x x
Ancestral Family Protection x x x x
Ancestral Help x x x x

Divine runes can only be used by Rune Priests.

Divine
1. Type 2. Rune of 3. Description 4. Default effect/area 5. Other effects and conditions 6. Examples with combinations


Divine Blessing x x x x
Divine Protection from Good and Evil x x x x
Divine Life and Death x x x x
Divine Purification x x x x
Divine Balance x x x x
Divine Banishment x x x x
Divine Geas x x x x


Trickster runes are a special set of runes that can have an effect on their own, or can modify other major runes. In many communities, they are either strictly regulated, outlawed or only used by criminals.

Trickster
1. Type 2. Rune of 3. Description 4. Default effect/area 5. Other effects and conditions 6. Examples with combinations


Trickster Change x x x x


Trickster Corruption x x x x


Trickster Binding x x x x


Trickster Hunger x x x x

The Core Rules for inscribing runes[edit]

1. The Rule of External Integrity The inscribed object or surface must have integrity, you cannot inscribe one rune on two parts of a broken stone or door, not even if you glue these parts together. No less would you expect a rune to work after an object has been damaged such. A Mending spell will make the object whole again and the rune can be reactivated by a knowledgeable Rune Smith.

2. The Rule of Internal Integrity The inscription must be unbroken lines, chalk or thread, otherwise the rune will not work. Small damages to the rune should be inspected before use.

3. The Rule of Precision Rune inscriptions are precise works. A quick inscription still requires the skill of long practice and a steady hand, even under duress. Not every scribble is an inscription. An inebriated Rune Smith drawing an imprecise rune will not call upon rune magic.

4a. The Rule of Will Runes require that the Rune Smith integrates their will into the rune while inscribing it. This is a process that requires concentration for as long as the rune is drawn - for charged inscriptions it might take hours. Interruptions to this process mean it takes the Rune Smith an additional 10 min to refocus.

4b. The Rule of Mind Runes do not have a mind, the trigger must be simple. A Rune Smith cannot create an Inscription on a letter to trigger ignition once the letter is read - because how would a rune know if the letter is read? The Rune Smith would feel during the creation of the inscription that something is muddy/not working. A more appropriate trigger for this example is that the rune would burn the letter 10 minutes after the letter being touched by a human or being containing life force. Time/space triggers work well because the material plane operates mostly on a consistent rules of space-time, but intent/mind based triggers or triggers that are based on social constructs/activity might not work.

5a. The Rule of Material The Material you're inscribing on must be consistent, otherwise the rune magic will not be drawn. This is less important for superficial runes, as the Rune Smith uses their force of will momentarily to compensate. Trainee Rune Smiths already know how to pick their materials for durable runes: no patchy/mixed sediment or brittle rock, for textiles: no loose weave or weave composed of mixed threads (animal and plant), no tattooing over scars. For continuous runes, the purity of the material becomes much more important: pure gold, silver, platinum, steel, consistent alloys and quality gems.

5.b. The Rule of Conflict 2 Runes or inscriptions on the same object may conflict if both draw upon a source of power (2 elemental runes, or one elemental rune and an arcane force rune), and if they're set/inscribed separately. An object is typically a single material or consistent mix of materials defined by its delimitations to other objects - a breastplate counts as a single object, a full armor does not, because it is composed of single pieces. The wooden tabletop might be a single object, but if the table legs are made out of metal, they count as separate objects.

5.c. The Rule of Life force Forces drawn through runes will not merge well with life forces and be doing their default damage instead. They require an indirect approach to affect living beings: Amulets, Objects, rune circles. Runes applied on skin have been used for interrogation, but typically more effective methods of interrogation have been preferred. The exception to this conflict with life forces might be divine power, helping to balance the forces: Rune Priests are able to paint divine runes on living beings. Runeskins have this ability as well - for any rune. They are rumored to be in league with dark gods and their minds affected. Runeskins themselves take offense at this suggestion and suggest that they either commune better with nature or that they draw on their own life force instead of managing it as a conflicting force and needing divine balance.

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