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]
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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
Level | Proficiency Bonus |
Features | Up to x Major Runes per Inscription | Minor Runes known | Major Runes known |
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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.
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Major Runes[edit]
Elemental runes draw from the raw essence of the elements.
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Arcane runes are found through research and connect to arcane flows of magic.
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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.
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Divine runes can only be used by Rune Priests.
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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.
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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.