Rune Master (5e Subclass)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. See the 5e Class Design Guide#Subclasses if you need help.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Rune Master[edit]

On the distant continent of Zetio, there is a story of a boy who studied with great attention the runes of lost worlds and artifacts never seen before. He died of old age far from the world and left only a manuscript that told of the art of runic combat and how this art seemed outside of magic, but, at the same time, its intrinsic precursor.

Archetype Features[edit]

Rune Magic[edit]

Starting at 3rd level, you learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armor, or shields (see “Rune Options”).

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, or a shield.

Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes. Each time you gain a level in this class, you can replace one rune you know with a different one.

Rune Options[edit]

Here are rune options for the Rune Magic feature. They are all magical effects. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Haug (Hill Rune). This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws :against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can’t do so again until you :finish a short or long rest.
Ild (Fire Rune). This rune’s magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is :doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. :While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the :shackles on a success. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
Ise (Frost Rune). This rune’s magic evokes a frost giant’s stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks :and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the :rune, you can’t do so again until you finish a short or long rest.
Skye (Cloud Rune). This rune’s magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight :of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different :creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack’s range. Once you invoke the rune, you can’t do so :again until you finish a short or long rest.
Stein (Stone Rune). This rune’s magic channels the insightfulness of a stone giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) :checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save :succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the :charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can’t do so again until you finish a short or long :rest.
Uvar (Storm Rune). Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune,
you have advantage on Intelligence(Arcana) checks, and you can’t be surprised as long as you are not incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see :within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you :can’t do so again until you finish a short or long rest.


Distortion of reality[edit]

at 3

?[edit]

At 7th-level,

Black Arts[edit]

At 10th-level,

Bargain Reversal[edit]

At 15th-level,

Improved Black Arts[edit]

At 18th-level,

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: