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Prestige Class - Rune Scribe - The Homebrewery

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0% found this document useful (0 votes)
52 views6 pages

Prestige Class - Rune Scribe - The Homebrewery

Uploaded by

nharwell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Prestige Class: Rune Scribe

A
rune scribe masters the secrets of the runes of
power—ancient symbols that embody the
fundamental magic of creation. The giants were
the first to master rune magic, though many
other races eventually stole away or traded for
that power.
Rune magic is exceedingly rare. Some of its
secrets have been lost, and what lore remains is jealously
guarded. Few rune scribes share their lore with others.
Indeed, most rune scribes take on new students only if doing
so allows them to gain access to a forgotten or missing rune.
The rune scribe prestige class uses the rules for runes
presented at the end of this article. Class Features
As a rune scribe, you gain the following class features.
The Rune Scribe Hit Points
Level Features 1st 2nd 3rd Hit Dice: 1d8 per rune scribe level.
Hit Points per Level: 1d8 (or 5) + your Constitution modifier
1st Rune Lore, Runic Magic 2 — — per rune scribe level.
2nd Scribe Adept 3 — —
3rd - 4 2 —
Proficiencies
Tools: Calligrapher's supplies, mason's tools, woodcarver's
4th Living Rune 4 3 — tools.
5th Rune Mastery 4 3 2
Saving Throws: None
Skills: None
Equipment
The rune scribe prestige class does not grant any special
Prerequisites equipment.
In order to advance as a rune scribe, you must meet the
following prerequisites (in addition to the multiclassing Rune Lore
prerequisites for your existing class): At 1st level, you learn the basics of scribing runes. The first
Dexterity 13. Rune scribes need agile fingers to master rune you master is the one you discovered and presented to
the intricate patterns of a rune. your tutor to qualify for this prestige class. When you find a
Intelligence 13. Rune lore requires intense study and rune you don't know, you can spend time studying with your
knowledge. tutor and copying it out repeatedly to master it. Mastering a
Proficiency in the Arcana skill or proficiency in a basic rune or adjective rune takes 1 day and costs 50 gp. A
language that uses the dwarvish script. Rune Mastery combination rune takes 2 days and costs 100 gp. A legendary
requires an understanding of arcane lore or the script of rune takes a full week and costs 250 gp.
the original creators, the primordials. You learn additional runes for no cost at 2nd, 3rd, and 5th
Character level 5th. Rune magic awakens only for levels. These runes can only be basic, adjective, or
powerful souls, and you must be a 5th-level character combination runes.
before you can gain levels in the rune scribe prestige
class. Basic Runes
Complete a special task. You must learn of a rune and There are four basic runes, one for each of the four elements:
present it to an NPC rune scribe who accepts it in return air, earth, fire, and water.
for tutoring you in the ways of rune magic. You cannot
gain more levels in this prestige class than your tutor has. Combination Runes
You might need to seek out additional runes and present These six runes represent the elemental combinations from
them to more skilled rune scribes in order to reach 5th mixing two of the basic four elements: dust (air and earth), ice
level in this prestige class. (air and water), lightning (air and fire), magma (earth and fire),
mud (earth and water), and steam (fire and water).
Legendary Runes Runic Equipment
The rarest of runes known to Rune Scribes, these runes Over the course of a long rest, you can permanently inscribe
carry great power, and are very difficult the learn. Some a rune onto a nonmagical piece of armour, a shield, or a
examples are given in the Runes section at the end of this melee or ranged weapon. The item becomes magical and can
document: death, life, nature, and spirit. More may be added be attuned to in the same way as a normal magic item (see
to your game at the DM's discretion. "Attunement" in chapter 7 of the Dungeon Master's Guide).
While attuned to the item in this way, it gains additional runic
Adjective Runes effects as described in the Runes section at the end of this
Runes such as those above have simple, if deep, meanings, document.
and using one creates a simple effect. Using adjective runes Weapons inscribed with runes count as magical for the
in combination with other runes can enhance their effects. purpose of overcoming resistance and immunity to
Examples of these include: empowered, heightened, and nonmagical damage.
secret. More may be added to your game at the DM's
discretion. Combining Runes
If two different basic runes are scribed on a single object, the
Runic Magic runes combine into the effect of the respective combination
rune (for example, if a fire rune and an earth rune are both
Runes can make use of your magical power to augment some inscribed onto an object, the effect of a magma rune is
of their effects. You gain a number of spell slots as specified created). Neither effect of the individual runes are applied,
on the Rune Scribe Table, but this prestige class does not and both runes count towards your maximum number of
grant spells known. Instead, as a rune scribe, you can expend permanent effects. If more than three basic runes, or more
your spell slots to empower runes, as specified in the Runes than one combination rune is scribed on a single object, the
section at the end of this document. oldest rune fades and is no longer effective. If a combination
For the purpose of multiclassing, to determine your total rune is combined with a basic rune, the combination rune
spell slots, add your levels in rune scribe to your levels in takes priority and the basic rune fades.
classes that grant you the Spellcasting feature. For example, Adjective runes can be combined with any other rune to
if you are a rune scribe 4/wizard 6, you would have the spell enhance the effect. If a legendary rune is combined with any
slots of a 10th-level character, in addition to having the rune other than an adjective rune, the legendary rune takes
cantrips and spellbook of a 6th-level wizard. priority the the other rune fades. If the other rune is a
legendary rune, the oldest one will fade.
Instant Effects
Runes can be scribed onto an object, a creature, or in a Scribe Adept
medium such as air or water to create an instant effect. Some
effects require spell slots to be expended. These effects are When you reach 2nd level, your ability to inscribe magic
described in the Runes section at the end of this document. becomes second nature. If you craft a spell scroll, it takes you
a quarter of the normal time, and it costs you half as much of
Permanent Effects the usual gold.
Runes can be scribed permanently onto an object to infuse it
with runic magic. You can have a number of these in effect at Living Rune
once up to a number equal to your Intelligence modifier. You Runes are part of the living world, and your studies allow you
can end any of these effects at will (no action required). If you to connect to their magic in increasingly powerful ways. At
try to exceed your maximum number of permanent effects, 4th level, you learn to incorporate rune magic into your
the oldest effect ends, and the newest one applies. When a identity, allowing you to augment your mind and body.
rune effect ends, the rune fades. At the end of a long rest, you can choose to increase one
There are two kinds of permanent runic effects: triggered ability score of your choice by 2, or increase two ability scores
effects, and runic equipment. of your choice by 1. At the end of each subsequent long rest,
Triggered Effects you can alter this choice, reducing the scores you previously
When you choose the effect to be created by a rune you increased and improving different scores. (If you chose to
scribe onto a surface (such as a table or a section of wall or increase two abilities, you can opt to alter only one of those
floor) or within an object that can be closed (such as a book, a choices.)
scroll, or a treasure chest), you can choose to have the effect
be triggered at a later time. You choose the triggering criteria Rune Mastery
when you scribe the rune, such as touching, reading, or At 5th level, you have mastered an ever-greater range of runic
manipulating the object onto which the rune is inscribed. magic. Choose one legendary rune to learn from the Rune
Once a rune has been triggered, the rune fades. section below, or a different one at your DM's discretion.
In addition, you can now use the lowest level effects of
basic runes without expending a 1st level spell slot. If you
want to invoke an effect at higher levels, you must expend a
spell slot as normal.
Crush. As an action, you scribe this rune using dirt or Co
Runes crushed rock onto a creature within your reach as you inscr
Rune magic allows a character to unlock the power expend a spell slot. The creature must succeed on a Strength when
contained within magical symbols. Not every such mark has saving throw (DC 12 + the level of the expended spell slot). dama
the potential for power. Only those runes forged in the On a failure, the creature takes 2d8 bludgeoning damage plus
ancient days of creation still resonate with the fundamental 1d8 bludgeoning damage per level of the expended spell slot
magic of the world. and is knocked prone. On a successful saving throw, the
creature takes half as much damage and is not knocked
prone.
Basic Runes Stone Soul. While wearing and attuned to armour or a
Basic runes represent the basic elements that make up shield inscribed with this rune, you cannot be petrified.
creation. Unstoppable Strike. While attuned to a weapon that deals
bludgeoning damage that is inscribed with this rune, the
Air weapon ignores resistance and immunity to bludgeoning
The rune of air is inscribed in the air itself and grants the damage. If you roll the maximum on the weapon's damage
scribe the power of the wind. die or dice, the target of your attack is knocked prone if it is a
Air Blast. As an action, you scribe the air rune in the space creature.
between you and an object within your reach that is neither
worn nor carried that weighs no more than 20 pounds. The Fire
object is pushed up to 30 feet away from you. You can extend The fire rune is inscribed using ash and grants the scribe the
this distance by expending a spell slot when using the air power of fire.
rune in this manner. The distance extends by 10 feet per level Ignite/Extinguish. As an action, you inscribe the fire rune
of the expended slot. If a creature is in the way of the object, using ash onto a flammable object. That object immediately
it must succeed on a Dexterity saving throw (DC 12 + the bursts into flame. While it burns, the fire extends 1 foot out
level of the expended spell slot) or take 1d10 bludgeoning from the rune you inscribed.
damage and the object stops in front of them. The object You can also use an action to touch an open flame and
keeps going if the creature succeeds on the saving throw. inscribe the fire rune within it using a hand motion. This
Air Slam. As an action, you scribe this rune in the air causes the flame to immediately extinguish. For a large blaze,
between you and a creature you can see within your reach the fire is extinguished in a 10-foot radius around you. You
while you expend a spell slot. The creature must make a can extend this distance by expending a spell slot when using
Strength saving throw (DC 12 + the level of the expended the fire rune in this manner. The radius extends by 20 feet
spell slot). On a failure, it takes 2d8 bludgeoning damage plus per level of the expended slot.
1d8 bludgeoning damage per level of the expended spell slot Combustion. As an action, you scribe this rune using ash
and is pushed in a straight line directly away from you for 10 onto a creature within your reach as you expend a spell slot.
feet per level of the expended spell slot. On a successful save, The creature automatically takes 1d10 fire damage plus
the creature takes half damage and is not pushed away. 1d10 fire damage per level of the expended spell slot.
Wind's Grasp. While wearing and attuned to armour or a Heated Defence. While wearing and attuned to armour or
shield inscribed with this rune, you gain the ability to cast the a shield inscribed with this rune, you gain resistance to cold
levitate spell once without expending a spell slot. You regain damage, and you no longer suffer the effects of extreme
this ability once you finish a short rest. environmental cold.
The Wind at Your Back. While attuned to a ranged Burning Strike. While you are attuned to a weapon
weapon inscribed with this rune, the normal and maximum inscribed with this rune, you can expend a spell slot
range of the weapon is doubled. The weapon's attacks do not whenever you hit a creature with it and deal an extra 1d8 fire
suffer disadvantage due to range. damage per level of the expended slot.
Earth Water
The rune of earth is inscribed using dirt or crushed stone and The rune of water is inscribed using water and grants the
grants the scribe the power of earth and stone. scribe the power of purity and acid.
Indomitable Stand. As an action, you scribe the earth rune Purify. As an action, you scribe the water rune on the
onto the ground at your feet. Until you move, you have surface of a volume of water that fills no more than a 5-foot
advantage on all ability checks and saving throws to resist cube. The water in this volume is instantly cleared of any
effects that would force you to move. In addition, any creature poisons, dirt, or disease.
that moves within 10 feet of you must succeed on a DC 12 Corrode. As an action, you scribe this rune using water
Strength saving throw or have its movement speed onto a creature within your reach and expend a spell slot.
immediately end. The creature automatically takes 1d10 acid damage plus
1d10 acid damage per level of the expended spell slot.
Watery Shell. While wearing and attuned to armour or a
shield inscribed with this rune, you gain resistance to fire
damage.
Combination Runes Thundercrack. As an action, you scribe the lightning rune
in the air. A burst of thunderous sound that can be heard up
Combination runes represent the effects caused by mixing to 100 feet away is created from the spot where you scribed
two elements together. They have their own individual runes, the rune.
but can be replicated by combining their respective basic Shock. As an action, you scribe this rune using fulgurite
runes. dust onto a creature or object within your reach as you
expend a spell slot. If the target is a creature, it automatically
Dust takes 1d10 lightning damage plus 1d10 lightning damage per
The rune of dust is inscribed in dust, and is a combination of level of the expended spell slot.
air and earth. Conductive Armour. While wearing and attuned to
Dust Storm. As an action, you scribe the dust rune onto armour or a shield inscribed with this rune, you can use your
the ground at your feet. The area within a 5-foot radius of the reaction to deal 1d10 lightning damage to a target that hits
spot where you scribed the rune becomes heavily obscured you with a melee attack.
by a whirling column of dust until the end of your next turn. Shocking Strike. While attuned to a weapon inscribed
Dust Blast. As an action, you scribe this rune using dust with this rune, you can expend a spell slot whenever you hit a
onto a creature within your reach as you expend a spell slot. creature with it and deal an extra 1d8 lightning damage per
The creature must succeed on a Constitution saving throw level of the expended slot.
(DC 12 + the level of the expended spell slot). On a failure, the
creature takes 2d8 slashing damage plus 1d8 slashing Magma
damage per level of the expended spell slot and it has The rune of magma is inscribed using ground igneous rock,
disadvantage on the next attack it makes before the and is a combination of fire and earth.
beginning of your next turn. On a successful saving throw, the Melt stone and metal. As an action, you scribe the magma
creature takes half as much damage and its doesn't gain rune using igneous rock dust onto the surface of a piece of
disadvantage. Creatures with blindsight automatically rock or metal that isn't being worn or carried. Rock melts in a
succeed of their saving throw. 5-foot radius around the spot where you scribed the rune, and
Dust Cloak. While wearing and attuned to armour or a metal melts in a 1-foot radius.
shield inscribed with this rune and you are hit by an attack, Molten Rock. As an action, you scribe this rune using
you can use your reaction to become heavily obscured until igneous rock dust onto a creature within your reach as you
the beginning of your next turn. expend a spell slot. The creature must succeed on a
Blinding Strike. While attuned to a weapon inscribed with Constitution saving throw (DC 12 + the level of the expended
this rune, any creature you hit with it has disadvantage on the spell slot). On a failure, the creature takes 2d8 fire damage
next attack it makes before the beginning of your next turn. plus 1d8 fire damage per level of the expended spell slot and
Creatures with blindsight are unaffected. is knocked prone. On a successful saving throw, the creature
takes half as much damage and is not knocked prone.
Ice Molten Defence. While wearing and attuned to armour or
The rune of ice is inscribed in water, and is a combination of a shield inscribed with this rune, you gain a bonus of +2 to
water and air. your AC.
Frigid Touch. As an action you scribe the ice rune onto the Sticky Strike. While attuned to a weapon inscribed with
surface of any volume of water. The water freezes in a 10-foot this rune, you can expend a spell slot whenever you hit a
radius around the spot where you scribed the rune. creature with it and deal an extra 1d4 fire damage per level of
Frostbite. As an action, you scribe this rune using water the expended slot, and the creature is covered in magma for
onto a creature within your reach as you expend a spell slot. 1 minute. At the end of each of the creature's turns, it is
The rune freezes in place, and the creature must succeed on burned and takes 1d4 damage, unless it uses its action to
a Constitution saving throw (DC 12 + the level of the remove the magma.
expended spell slot). On a failure, the creature takes 2d8 cold
damage plus 1d8 cold damage per level of the expended spell Mud
slot and its speed is reduced to 0 until the end of your next The rune of mud is inscribed in mud, and is a combination of
turn. On a successful saving throw, the creature takes half as water and earth.
much damage and its speed is not affected. Clean/Soil. As an action, you scribe the mud rune onto the
Cooling Aura. While wearing and attuned to armour or a surface of a dirty object. The object is cleaned in a 5-foot
shield inscribed with this rune, you gain resistance to fire radius from the spot where you scribed the rune.
damage, and you no longer suffer the effects of You can also use an action to scribe this rune in mud on
environmental heat. any surface. The object becomes coated in mud in a 5-foot
Freezing Strike. While attuned to a weapon inscribed with radius from the spot where you scribed the rune.
this rune, you can expend a spell slot whenever you hit a
creature with it and deal an extra 1d8 cold damage per level
of the expended slot.
Lightning
The rune of lightning is inscribed in fulgurite dust, and is a
combination of fire and air.
Mud Slap. As an action, you scribe this rune using mud onto Decaying Touch. As an action, you scribe this rune using
a creature within your reach as you expend a spell slot. The ash onto a creature within your reach as you expend a spell
creature must succeed on a Constitution saving throw (DC slot. The creature automatically takes 2d10 necrotic damage
12 + the level of the expended spell slot). On a failure, the plus 1d10 necrotic damage per level of the expended spell
creature takes 2d8 bludgeoning damage plus 1d8 slot.
bludgeoning damage per level of the expended spell slot and Death's Shroud. While wearing and attuned to armour or
it has disadvantage on the next attack it makes before the a shield inscribed with this rune, you gain resistance to
beginning of your next turn. On a successful saving throw, the radiant damage, and your maximum hit points can't be
creature takes half as much damage and its doesn't gain lowered in any way.
disadvantage. Creatures with blindsight automatically Necrotic Strike. While attuned to a weapon inscribed with
succeed on their saving throw. this rune, you can expend a spell slot whenever you hit a
Camouflage. While wearing and attuned to armour or a creature with it and deal an extra 1d8 necrotic damage per
shield inscribed with this rune, you have advantage on all level of the expended slot.
stealth checks.
Quicksand Strike. While attuned to a weapon inscribed Life
with this rune, you can expend a spell slot whenever you hit a The rune of life represents the sustaining power that flows
creature with it and deal an extra 1d6 bludgeoning damage through all living things, and grants the scribe power over it.
per level of the expended slot, and the target's movement Create Light. As an action, you scribe this rune in the air
speed is reduced by half. or on a surface. Bright light emits in a 20-foot radius from the
spot where you scribed the rune, and dim light for an
Steam additional 20 feet. This light lasts for 1 hour or until you
The rune of steam is inscribed using water, and is a dismiss it as an action.
combination of fire and water. Healing Touch. As an action, you scribe this rune onto a
Boil. As an action, you scribe the steam rune onto the living creature within your reach as you expend a spell slot.
surface of any volume of water. The water boils in a 10-foot The creature regains 1d8 hit points per level of the expended
radius around the spot where you scribed the rune. spell slot.
Steam Blast. As an action, you scribe this rune using Healer's Protection. While wearing and attuned to
water onto a creature within your reach as you expend a spell armour or a shield inscribed with this rune, you gain
slot. The creature must succeed on a Strength saving throw resistance to necrotic damage, and you receive the maximum
(DC 12 + the level of the expended spell slot). On a failure, the number of hit points possible from any healing.
creature takes 2d8 fire damage plus 1d8 fire damage per Radiant Strike. While attuned to a weapon inscribed with
level of the expended spell slot and is pushed in a straight this rune, you can expend a spell slot whenever you hit a
line directly away from you for 10 feet per level of the creature with it and deal an extra 1d8 radiant damage per
expended spell slot. On a successful saving throw, the level of the expended slot.
creature takes half as much damage and is not pushed away.
Scalding Defence. While wearing and attuned to armour Nature
or a shield inscribed with this rune, you can use your reaction The rune of nature represents all the elements in balance,
to deal 1d10 fire damage to a target that hits you with a and grants the scribe the power of the natural world.
melee attack. Grow. As an action, you trace this rune onto a plant that
Scalding Strike. While attuned to a weapon inscribed isn't fully grown, or on the earth in which a seed is buried, as
with this rune, you can expend a spell slot whenever you you expend a spell slot. The plant grows as if it had aged by a
attack a creature with it and deal an extra 1d6 fire damage number of years equal to the level of the expended spell slot
per level of the expended slot if the attack hits. If the attack times three.
misses, the target takes half of the extra fire damage. Poisonous Touch. As an action, you scribe this rune onto a
creature within your reach as you expend a spell slot. The
Legendary Runes creature must succeed on a Constitution saving throw (DC
Legendary runes are more complex and rare than basic, 12 + the level of the expended spell slot). On a failure, the
combination, or adjective runes, and can only be mastered creature takes 2d8 poison damage plus 1d8 poison damage
per level of the expended spell slot and it becomes poisoned
through intense study. for 1 minute. On a successful saving throw, the creature takes
half as much damage and it is not poisoned.
Death Nature's Blessing. While wearing and attuned to armour
The rune of death represents the force that causes decay and or a shield inscribed with this rune, you gain resistance to
ends life, and grants the scribe power over it. The rune is poison damage and gain advantage against saving throws
inscribed in the scribe's blood, and each rune scribed deals against the poisoned condition.
1d10 necrotic damage to the scribe. This damage ignores In addition, plant creatures have disadvantage on attacks
resistance and immunity. made against you.
Decay. As an action, you scribe this rune in blood onto any Venom Strike. While attuned to a weapon inscribed with
non-living organic surface within your reach, including flesh, this rune, you can expend a spell slot whenever you hit a
wood, bone, or chitin. The organic substance ages by 1 year creature with it and deal an extra 1d8 poison damage per
in a 1-foot radius from the spot where you scribed this rune. level of the expended slot, and it becomes poisoned until the
beginning of your next turn.
Spirit Adjective Runes
The rune of spirit represents the spiritual power that An adjective rune is inscribed on the same spot as another
connects all things, and grants the scribe power over that rune and enhances its effects.
connection. It is inscribed in diamond dust worth 50 gp,
which is consumed when the rune is finished.
See Ethereal. As an action, you scribe this rune using Empowered
diamond dust onto your forehead. You gain the ability to see The empowered rune allows you to reroll a number of
into the ethereal plane up to 30 feet for 1 hour. damage dice up to your Intelligence modifier (minimum of
Spirit Strike. As an action, you scribe this rune using one) when one of your rune's effects causes damage. You
diamond dust onto a creature within your reach as you must use the new rolls.
expend a spell slot. The creature must succeed on a Wisdom
saving throw (DC 12 + the level of the expended spell slot). Enduring
On a failure, the creature takes 2d8 psychic damage plus 1d8 The enduring rune allows a rune's effect to be triggered
psychic damage per level of the expended spell slot and it twice, instead of once, but no more than once on the same
becomes incapacitated until the end of its next turn. On a turn.
successful saving throw, the creature takes half as much
damage and it is not incapacitated. Heightened
Spirit Shield. While wearing and attuned to armour or a The heightened rune gives one target of the rune's effects
shield inscribed with this rune, you gain resistance to psychic disadvantage on its first saving throw made against the rune.
damage.
Psychic Strike. While attuned to a weapon inscribed with Secret
this rune, you can expend a spell slot whenever you hit a The secret rune causes a rune to become undetectable by
creature with it and deal an extra 1d8 psychic damage per non-magical means.
level of the expended slot.

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