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Proficiency Cantrips Spells

Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Rune Lore, Spellcasting 2 1 2 — — — — — — — —
2nd +2 Runic Manipulation 2 1 3 — — — — — — — —
3rd +2 Runic Attunement 2 2 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 2 4 3 — — — — — — —
5th +3 Runic Discovery, Runic Attunement 3 3 4 3 2 — — — — — —
improvement
6th +3 Advanced Runes 3 3 4 3 3 — — — — — —
7th +3 Runic Manipulation feature 3 3 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 3 4 3 3 2 — — — — —
9th +4 --- 3 5 4 3 3 3 1 — — — —
10th +4 Runic Attunement improvement 4 5 4 3 3 3 2 — — — —
11th +4 Runic Spells 4 6 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 6 4 3 3 3 2 1 — — —
13th +5 Runic Manipulation feature 4 7 4 3 3 3 2 1 1 — —
14th +5 Expert Runes 4 7 4 3 3 3 2 1 1 — —
15th +5 Runic Attunement improvement 4 8 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 8 4 3 3 3 2 1 1 1 —
17th +6 Runic Spells improvement 4 9 4 3 3 3 2 1 1 1 1
18th +6 Runic Manipulation feature 4 9 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 10 4 3 3 3 3 2 1 1 1
20th +6 Living Rune 4 10 4 3 3 3 3 2 2 1 1

Rune Scribe
Multiclassing Equipment
You must have a Wisdom score and a Intelligence score of 13 You start with 4d4 x 10gp, or with the following equipment:
or higher in order to multiclass in or out of this class. [generic stuff]
Class Features
Hit Points
Hit Dice: 1d8 per rune scribe level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points: 1d8 (or 5) + your Constitution modifier per
rune scribe level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Saving Throws: Wisdom, Intelligence
Tools: Calligrapher's supplies
Skills: Choose 2 from History, Arcana, Investigation,
Insight, Perception
Spellcasting Rune Lore
Cantrips At 1st level, you learn the basics of scribing runes, and are
At 1st level, you know two cantrips of your choice from the able to use a master rune’s Runic Resistance and Runic
rune scribe spell list. You learn more rune scribe cantrips at Ability (Basic). The Rune Magic section contains information
higher levels, as shown in the Rune Scribe table. on master runes and descriptions of runes and their
properties.
Preparing And Casting Spells You learn 2 basic ways to channel a rune's power: Runic
The Rune Scribe table shows how many spell slots you have Bolt and Runic Aura. These effects count as spells.
of 1st level and higher. Casting spells expends a slot of the
spell’s level or higher. You regain all spell slots when you take Runic Bolt:
a long rest. As an action, you choose a rune, and expend a spell slot to
At 1st level, you know one 1st-level spell of your choice use a Runic Bolt. The Runic Bolt section of a rune's
from the rune scribe spell list. You prepare the list of rune description has the details of the rune's Runic Bolt.
scribe spells that are available for you to cast, choosing from Runic Bolt Save DC = your Spell Save DC
the rune scribe spell list. When you do so, choose a number Runic Bolt Damage = 2d8 + 1d8 per level of slot expended
of rune scribe spells equal to your spellcasting modifier + Runic Aura:
your proficiency modifier (minimum of one spell). The spells As a bonus action, you choose a rune, and expend a spell slot
must be of a level for which you have spell slots. to put up a Runic Aura. A Runic Aura has a radius of 20
You can change your list of prepared spells when you finish feet and while it exists, the aura moves with you, centered
a long rest. Preparing a new list of rune scribe spells requires on you.
time spent in prayer and revision: at least 1 minute per spell A Runic Aura stays active for a number of turns equal to 1 +
level for each spell on your list. level of slot expended before disappearing. You and any
friendly creatures you can see that are within the area of
Spellcasting Ability the Runic Aura gain the Aura Effect and Runic Resistance
At 1st level, choose your spellcasting ability for your rune of the selected rune, specified in a rune's description.
scribe spells (Intelligence or Wisdom). You cannot change You can only have one Runic Aura up at a time. Putting up a
this choice later. The spellcasting ability you choose must second aura causes the existing aura to immediately
have an ability score of at least 13. disappear.
Spell Save DC = 8 + your proficiency bonus + your Also at 1st level, you start with three simple Master Runes
spellcasting modifier Spell Attack Modifier = your proficiency of your choice from the Rune Magic section.
bonus + your spellcasting modifier
Ritual Casting Scribe Archetype
You can cast rune scribe spells as a ritual if that spell has the At 2nd level, you choose an archetype that you specialise in
ritual tag and you have it prepared. the exercise of your rune scribe abilities:
Spellcasting Focus Runic Boltcaster
You can use a Master Rune or arcane focus as a spellcasting Runic Auracaster
focus for casting your rune scribe spells. Runic Analyst
Your choice grants you a way to manifest a rune's power
when you choose it at 2nd level. It also grants you additional
benefits at 7th, 13th, and 18th levels.
Runic Attunement Rune Expert
At 3rd level, you attain the ability to master an ever-greater At 14th level, your exposure to and usage of runes has
range of runic magic. For each attunement slot, you can have allowed you to refine and empower your runic abilities. When
more than one rune attuned. You can be attuned to two runes you use a rune's Runic Ability (Basic) or Runic Ability
in this manner per attunement slot at 3rd level, three runes (Advanced), they have their Rune Expert effect.
per attunement slot at 5th level, 4 runes per attunement slot
at 10th level, and 5 runes per attunement slot at 15th level. Living Rune
Other attunement rules still apply. Runes are a part of the living world, and your studies allow
you to connect to their magic in increasingly powerful ways.
Runic Discovery At 20th level, you learn to incorporate rune magic into your
Your continuing study of runic magic allows you to recreate identity, allowing you to augment your body and mind.
the secrets of new runes without first needing to uncover At the end of a long rest, you can choose to increase one
them. At 5th level, choose one simple rune and two complex ability score of your choice by 2 or increase two ability scores
runes. You can attune to those runes even if you do not of your choice by 1. At the end of each subsequent long rest,
possess the master rune for it. (See the “Rune Magic” section you can alter this choice, reducing the scores you previously
below for information on rune rarity and master runes.) increased and improving different scores. (If you chose to
In order to attune to a rune in this manner, you must spend increase two abilities, you can opt to alter only one of those
a short rest doing nothing but meditating on the rune. At the choices.)
end of the short rest, you are attuned to the rune. You are In addition, attunement to your runes only take up one
considered to always have the rune on your person for the attunement slot, regardless of how many runes you are
purpose of determining whether you can use its features. attuned to.
You can spend another short rest doing nothing but
meditating on the rune to end your attunement to it.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20
using this feature.
Advanced Runes
At 6th level, your exposure to and usage of runes has allowed
you to access more advanced runic abilities. You are able to
use a rune's Runic Ability (Advanced) if you are attuned to it.
Runic Spells
At 11th level, you gain access to Runic Spells. When you are
attuned to a rune, you add its Runic Spells to your Runic
Spell List. You always have the spells prepared until you lose
attunement with the rune. Runic Spells don't count against
the number of spells you have prepared.
You can cast a spell from your Runic Spell List at its lowest
possible level without expending a spell slot once. When you
do so, you can't do so again until you finish a long rest.
If you want to cast the spell at a higher level, you must
expend a spell slot as normal.
If the spell requires material components that have a
cost/are consumed, you still need to provide the material
component.
At 17th level, you regain your ability to cast from your
Runic Spell List without expending a spell slot when you
finish a short or long rest.
A creature under the effects of multiple Runic Auras can
Runic Manipulations choose which Damage Change effect to benefit from. You can
also choose which Burst Aura Damage Type to use when you
Runic Boltcaster use the Burst Aura feature.
Quick Bolt The Protective Aura feature stacks with the Dual Aura
Starting at 2nd level, you are able to quickly fire off multiple feature.
Runic Bolts. If you try to put up a third Runic Aura while two already
When you use a Runic Bolt as an action, you can choose to exist, you choose which existing aura will disappear.
use an additional Runic Bolt as a bonus action on the same
turn. Expanded Aura
You calculate the damage and saving throw DC for each Starting at 18th level, you are able to expand the boundaries
bolt seperately, dependent on the expended slot for each bolt. of your Runic Aura.
You can use different runes for each Bolt. Your Runic Aura's radius increases to 60 feet.
In addition, your Bolt Save DC increases by half your
proficiency bonus, rounded up. Runic Analyst
Empowered Bolt Bonus Proficiency
Starting at 7th level, you are able to better harness the energy When you choose this archetype at 2nd level, you gain
of your Runic Bolts. proficiency in one of the following skills of your choice:
Your Runic Bolt Damage die increases to a d10. Arcana or Insight.

Lingering Bolt Rapid Analysis


Starting at 13th level, you are able to utilise the fading energy Starting at 2nd level, you are able to quickly compare the
of a Runic Bolt to hinder your foes' attacks. energies between your runes and a creature.
As a reaction when a creature you can see suffers damage As an action, choose one creature you can see within 60
from your Runic Bolt, you can force the creature to make a feet of you. Make a Wisdom (Insight) or Intelligence (Arcana)
Constitution saving throw against your Bolt Save DC. check against a creature you can see that isn’t incapacitated,
On a failure, the creature suffers damage equal to half the contested by the target’s Charisma (Deception) check/passive
damage it suffered from the triggering Runic Bolt, and has Deception.
disadvantage on it's next attack roll. On a success, you immediately learn whether the creature
has any damage immunities, resistances, or vulnerabilities
Potent Bolt
and what they are. If the creature is hidden from divination
Starting at 18th level, your mastery of Runic Bolts allows you magic, you sense that it has no damage immunities,
to manipulate the energy you use to power a Runic Bolt. resistances, or vulnerabilities.
When you expend a spell slot to use a rune's Runic Bolt, it Focused Analysis
counts as one slot level higher than the actual expended slot Starting from 7th level, you are able to focus on the target of
for the purposes of calculating damage. (e.g expending a 3rd your Rapid Analysis to get more accurate results.
level spell slot counts as a 4th level spell slot for calculating As a bonus action, you may concentrate on this feature for
damage.) In addition, your Runic Bolts ignore Damage up to one minute (as if concentrating on a spell). The next
Resistance. time you use your Rapid Analysis while still concentrating on
this property, you have advantage on the Wisdom (Insight) or
Runic Auracaster Intelligence (Arcana) check.
Burst Aura
Starting at 2nd level, you are able to utilise your Runic Aura Reactive Aura
to deal damage. Starting from 13th level, you are able to anticipate the type of
As a reaction when a creature affected by your Runic Aura damage an ally within your Runic Aura will suffer, and
hits with a weapon attack, or is hit by a melee attack, you may counter it.
use your reaction to expend a spell slot and deal (level of slot As a reaction when a creature within your Runic Aura
expended) d6 damage. The damage type is specified in the suffers damage, you can change the rune chosen for your
rune's Aura Effect. Runic Aura without expending a spell slot. The Aura Effect
and Runic Resistance that your Runic Aura provides changes
Protective Aura accordingly. The amount of time your Runic Aura stays active
Starting from 7th level, you are able to reduce the damage a for does not change.
creature recieves using your Runic Aura.
When a creature affected by your Runic Aura takes Weak-point Bolt
damage, the damage it takes is reduced by the level of the slot Starting from 18th level, you know how to take advantage of a
expended to put up the aura. creature's weaknesses.
If a creature affected by your Runic Bolt is vulnerable to
Dual Aura the damage type of your Runic Bolt, your Runic Bolt deals
Starting from 13th level, you can have up to two Runic Auras double damage on top of the damage vulnerability.
active at the same time.
Rune Magic Runes and Attunement
A rune always requires attunement to use its Runic
Overview Resistance, Brand, Bolt, Aura, Spells, and Abilities. Attuning
Runes are powerful icons that you can use for a variety of to a master rune requires you to spend a short rest focused
effects. In order to use a rune, you must normally find and on only that item while being in physical contact with it. This
keep a master rune. A master rune is a rare object – a gem or can’t be the same short rest used to learn the rune’s
carved rock, a magical token, a shard of some special properties. This focus takes the form of carefully and
material, and so on – engraved with the rune and empowered repeatedly copying the rune, whether with ink and parchment
with magic that allows you to unleash the rune’s effects. or simply scribing it into the dirt. If the short rest is
Anyone who attunes to a master rune can use its Runic interrupted, the attunement attempt fails. Otherwise, at the
Resistance, but only a character who has the Rune Lore end of the short rest, you gain an intuitive understanding of
feature can use a master rune's Runic Bolt, Aura, Spells and how to activate the rune’s magical properties.
and Ability(Basic). A master rune can be attuned to only one creature at a
Runes are usually separated into 2 categories: time, and all runes count toward your limit of magic items
you can attune to. Any attempt to attune to a fourth magic
Simple runes, which are usually tangible/elemental in item or rune fails (though a rune scribe’s Runic Attunement
nature. These include the Ild/Fire, Kalt/Cold, Stein/Stone, feature allows attunement to runes without taking up an
Vind/Wind, Ehk/Water and Rait/Lightning runes. attunement slot if you already have a rune taking up an
Complex runes, which are usually intangible in nature. attunement slot). You cannot attune to more than one copy of
These include the Livet/Life, Død/Death, Sinn/Mind, a rune.
Ley/Spirit, and Pher/Soul runes. You can end attunement to a rune in the same manner as
Unless otherwise noted, you must have a master rune on with any other magic item.
your person in order to use its properties.
Finding Runes
A rune found as treasure is a master rune, carefully scribed
into a rare object and available for use as a training tool to
allow would-be rune scribes to unlock its power. Each rune
discussed below is detailed as part of a master rune.
Master runes and the runes they contain are treated much
like magic items. They are categorized in rarity from
uncommon to legendary, and can be placed in a campaign
whenever the DM opts to place treasure. There are no
common runes.
Buying and Selling Runes
Treat a master rune as a magic item of its equivalent rarity for
the purpose of buying and selling in the campaign. Simple
runes count as uncommon items, while complex runes count
as rare runes. Just as with other magic items, the DM will
determine whether such items are available to purchase in
the campaign and under what conditions.
Identifying Runes
Runes are identified in a manner similar to magic items.
Simply handling a master rune causes a strong sense of its
rune’s identity to echo in a character’s mind. For example,
touching a master rune item containing the kalt rune (the
rune of cold) might cause you to experience a sudden chill as
visions of snow and ice flash through your mind.
The Identify spell immediately reveals a master rune’s
Runic Resistance. You can also learn its simple properties
over the course of a short rest while maintaining physical
contact with the rune.
Master Runes
Presented here are eleven runes (in the form of master Shard of the Kalt Rune
runes) for use in your campaign - more than enough to outfit
a rune scribe who reaches 20th level without gaining runes Master rune, simple, uncommon (requires
from sources other than the Runic Discovery feature. attunement)

Runic Resistance: Frost Friend


While you are attuned to this rune, you have
Opal of the Ild Rune resistance to fire damage.
Master rune, simple, uncommon (requires Runic Bolt: Freezing Bolt
attunement) - Make a ranged spell attack against a creature
within 120 feet. On a hit, the creature must
Bonus Cantrip make a Constituion saving throw.
While you are attuned to this rune, you can cast - On a failed save, a creature suffers cold
cantrip Control Flames at will. damage equal to the Runic Bolt Damage, and
Runic Resistance: Fire’s Friend it's speed is reduced to 0 until the end of your
While you are attuned to this rune, you have next turn.
resistance to cold damage. - On a successful save, a creature suffers cold
Runic Bolt: Burning Bolt damage equal to half the Runic Bolt Damage.
- Choose a point within 60 feet. All creatures Aura Effect: Cooling Aura
within a 5-foot radius from that point must - Burst Aura Damage Type: Cold
make a Dexterity saving throw. - Damage Change: Weapon attacks made by
- On a failed save, a creature suffers fire damage creatures in the aura deal cold damage instead
equal to the Runic Bolt Damage, and additional of piercing, slashing or bludgeoning damage.
fire damage equal to your rune scribe level. Runic Ability (Basic): Frigid
- On a successful save, a creature fire damage Touch
equal to half the Runic Bolt Damage. - As an action, you scribe the kalt rune on the
Aura Effect: Warming Aura surface of any volume of water. The water
- Burst Aura Damage Type: Fire freezes in a 10-foot radius around the spot
- Damage Change: Weapon attacks made by where you scribed the rune.
creatures in the aura deal fire damage instead of Runic Ability (Advanced): Icy
piercing, slashing or bludgeoning damage. Mantle
Runic Ability (Basic): Ignite - As an action, you scribe the kalt rune using
- As an action, you scribe the ild rune using ash water onto yourself or another creature. The
onto a flammable object. That object water instantly freezes into a mantle of
immediately bursts into flame. While it burns, protective ice that does not hinder movement
the fire extends 1 foot out from the rune you or action, and lasts for one minute or until
scribed. destroyed.
Runic Ability (Advanced): Flame - The next time the creature takes bludgeoning,
Stoker piercing or slashing damage while the mantle
- While you are attuned to this rune, your fire exists, that damage is reduced to zero and the
attacks are deadlier. Whenever you roll fire icy mantle is destroyed. You can only have one
damage from an attack or a spell you cast, you mantle exist at a time. Creating a second mantle
can reroll that damage and use the higher result. destroys the first mantle.
- Rune Expert Effect: Whenever you roll fire - Rune Expert Effect: You can target up to 2
damage from a attack or a spell you cast, you creatures at once when using this ability. The
deal additional damage equal to twice the maximum number of mantles that can exist at a
number of damage die rolled (not rerolled). time increases to two.
Runic Spells: Ild Rune Runic Spells: Kalt Rune
- Burning Hands (1st level) - Ice Knife (1st level)
- Pyrotechnics (2nd level) - Snilloc's Snowball Swarm (2nd level)
- Melf's Minute Meteors (3rd level) - Sleet Storm (3rd level)
Orb of the Stein Rune
Master rune, simple, uncommon (requires
Pennant of the Vind Rune
attunement) Master rune, simple, uncommon (requires
attunement)
Bonus Cantrip
While you are attuned to this rune, you can cast Bonus Cantrip
cantrip Mold Earth at will. While you are attuned to this rune, you can cast
Runic Resistance: Stone Soul cantrip Gust at will.
While you are attuned to this rune, you cannot Runic Resistance: Comforting
be petrified, and have advantage on saving Wind
throws against being stunned. While you are attuned to this rune, you cannot
Runic Bolt: Overwhelming Bolt suffocate or drown, and you gain advantage on
- Creatures you choose in a 10 foot radius from saving throws against poisonous gases, inhaled
yourself must make a Strength saving throw. poisons, and similar effects.
- On a failed save, a creature suffers Runic Bolt: Shrieking Bolt
bludgeoning damage equal to the Runic Bolt - Make a ranged spell attack against a creature
Damage, and is knocked prone. within your reach.
- On a successful save, a creature bludgeoning - On a hit, the creature suffers thunder damage
damage equal to half the Runic Bolt Damage. equal to the Runic Bolt Damage, and is pushed
Aura Effect: Earthly Aura in a straight line directly away from you for 10
- Burst Aura Damage Type: Choice of piercing, feet per level of the expended spell slot.
slashing or bludgeoning. Runic Aura: Howling Aura
- Damage Change: Piercing, slashing or - Burst Aura Damage Type: Thunder
bludgeoning damage dealt by weapon attacks - Damage Change: Weapon attacks made by
made by creatures in the aura ignore resistance creatures in the aura deal thunder damage
to piercing, bludgeoning and slashing damage. instead of piercing, slashing or bludgeoning
Runic Ability (Basic): damage.
Indomitable Stand Runic Ability (Basic): Wind’s
- As an action, you scribe the stein rune onto Grasp
the ground at your feet. Until you move, you - As a reaction when you fall, you can scribe this
have advantage on all ability checks and saving rune in the air around you to take no damage
throws to resist effects that would force you to from the fall.
move. In addition, when a creature moves Runic Ability (Advanced): Wind
within 10 feet of you, you can force it to make a Step
DC 12 Strength saving throw or have its - As a bonus action, you scribe the vind rune in
movement immediately end. the air around you. Any movement you have
- Rune Expert Effect: Until you move, you are counts as flying speed until the end of your
immune to all effects that would force you to next turn. If you do not land at the end of this
move. The DC for the saving throw increases to flight, you fall.
DC 15. - Rune Expert Effect: When you use this ability,
Runic Ability (Advanced): Stone’s you gain the effects of the Dash action.
Secrets Runic Spells: Vind Rune
- As an action, you scribe this rune onto a wall - Levitate (2nd level)
or floor. You learn the location and size of all - Warding Wind (2nd level)
creatures standing on or touching that surface - Wind Wall (3rd level)
within 60 feet of you, though only for the
moment when the property is used.
Runic Spells: Stein Rune
- Earth Tremor (1st level)
- Earthbind (2nd level)
- Stone Shape (4th level)
Tear of the Ehk Rune
Master rune, simple, uncommon (requires
Amber of the Rait Rune
attunement) Master rune, simple, rare (requires attunement)

Bonus Cantrip Runic Resistance: Enhanced


While you are attuned to this rune, you can cast Insulation
cantrip Shape Water at will. While you are attuned to this rune, you have
Runic Resistance: Adaptive resistance to lightning damage.
Neutrality Runic Bolt: Electrical Bolt
While you are attuned to this rune, you have Make a ranged spell attack against a creature
resistance to acid damage. within 120 feet. On a hit, the creature must
Runic Bolt: Corrosive Bolt make a Constitution saving throw.
- Each creature in a 15-foot cone originating - On a failed save, a creature suffers lightning
from yourself must make a Dexterity saving damage equal to the Runic Bolt Damage, and is
throw. stunned until the start of your next turn.
- On a failed save, a creature suffers acid - On a successful save, a creature suffers
damage equal to the Runic Bolt Damage, and lightning damage equal to half the Runic Bolt
takes additional damage equal to your rune Damage.
scribe level. Aura Effect: Electric Aura
- On a successful save, a creature acid damage - Burst Aura Damage Type: Lightning
equal to half the Runic Bolt Damage. - Damage Change: Weapon attacks made by
Aura Effect: Acidic Aura creatures in the aura deal lightning damage
- Burst Aura Damage Type: Acid instead of piercing, slashing or bludgeoning
- Damage Change: Weapon attacks made by damage.
creatures in the aura deal acid damage instead Runic Ability (Basic): Healing
of piercing, slashing or bludgeoning damage. Bolt
Runic Ability (Basic): Water - As a bonus action, you scribe the rait rune in
the air around you and expend a spell slot,
Condenser restoring 1d4 hit points plus hit points equal to
- As an action, you may summon up to a cubic
feet of fresh water within 30 feet of you. the level of slot expended, to a number of
creatures equal to the level of slot expended
Runic Ability (Advanced): that you can see within 60 feet. This healing
Cleansing Water ignores immunity and resistance to lightning
- As an action, you can attempt to cleanse a damage. This ability has no effect on spells or
creature of either a minor disease, condition or constructs.
curse. You may expend a 2nd level slot/higher
to cast Lesser Restoration, or a 3rd level Runic Ability (Advanced):
slot/higher to cast Remove Curse, or a 5th level Overcharged
spell to cast Greater Restoration. - While you are attuned to this rune, your
- Rune Expert Effect: When you cast Remove electrical attacks are deadlier. Whenever you
Curse via this ability, the target creature also roll lightning damage from an attack or a spell
gains the effects of Lesser Restoration. you cast, you can reroll that damage and use the
higher result.
Runic Spells: Ehk Rune - Rune Expert Effect: Whenever you roll lightning
- Create or Destroy Water (1st level) damage from a attack or a spell you cast, you
- Water Walk (3rd level) deal additional damage equal to twice the
- Water Breathing (3rd level) number of damage die rolled (not rerolled).
Runic Spells: Rait Rune
- Thunderwave (1st level)
- Shatter (2nd level)
- Thunder Step (3rd level)
Seed of the Livet Rune
Master rune, complex, rare (requires attunement)
Remnants of the Død Rune
Master rune, complex, rare (requires attunement)
Runic Resistance: Toxin
Resilience Runic Resistance: Tomb’s
While you are attuned to this rune, you have Endurance
resistance to poison damage and advantage on While you are attuned to this rune, you have
saving throws against poison. resistance to necrotic damage.
Runic Bolt: Entangling Bolt Runic Bolt: Graven Bolt
Make a melee spell attack against a creature Make a melee spell attack against a creature
within your reach. On a hit, the creature must within your reach. On a hit, the creature must
make a Dexterity saving throw. make a Constitution saving throw.
- On a failed save, a creature suffers poison - On a failed save, a creature suffers necrotic
damage equal to the Runic Bolt Damage, and is damage equal to the Runic Bolt Damage, and
restrained until the start of your next turn. you regain hit points equal to half the damage
- On a successful save, a creature suffers poison taken by the target creature.
damage equal to half the Runic Bolt Damage. - On a successful save, a creature suffers
Aura Effect: Toxic Aura necrotic damage equal to half the Runic Bolt
- Burst Aura Damage Type: Poison Damage.
- Damage Change: Weapon attacks made by Aura Effect: Necrotic Aura
creatures in the aura deal poison damage - Burst Aura Damage Type: Necrotic
instead of piercing, slashing or bludgeoning - Damage Change: Weapon attacks made by
damage. creatures in the aura deal necrotic damage
Runic Ability (Basic): Life Finds a instead of piercing, slashing or bludgeoning
damage.
Way
- As an action, you may stabilize a creature Runic Ability (Basic): Final Rites
within 30 feet of you. - You can spend a minute to recite a final rite
- Rune Expert Effect: You can use this ability as over the remains of a dead creature that is not
an action or a bonus action. currently undead. That creature cannot become
Runic Ability (Advanced): Life undead or be returned to life by any means
short of a wish spell for 10 days. This ability
Preservation fails if the creature is returned to life or turns
- If a creature you can see dies within 60 feet of
you, you can cast the spell Revivify as a undead before the ritual is complete (via Clone,
reaction. When you cast Revivify in this way, it Contingency, vampirism, etc).
has a range of 60 feet, but you still have to - Rune Expert Effect: If you spend an hour to use
expend a slot and provide the material this ability, the duration increases to a year,
components to cast it. unless you take an action to remove the effect.
Runic Spells: Livet Rune Runic Ability (Advanced): Death's
- False Life (1st level) Sight
- Aid (2nd level) - You can scribe the død rune in the air around
- Plant Growth (3rd level) you as an action, learning the current remaining
hit points of all creatures you can see within 60
feet.
Runic Spells: Død Rune
- Ray of Sickness (1st level)
- Speak with Dead (3rd level)
- Death Ward (4th level)
Zircon of the Sinn Rune
Master rune, complex, rare (requires attunement)
Quartz of the Pher Rune
Master rune, complex, rare (requires attunement)
Runic Resistance: Ego Defense
While you are attuned to this rune, you have Runic Resistance: Strong Soul
resistance to psychic damage. While you are attuned to this rune, you have
Runic Bolt: Psionic Bolt resistance to force damage.
- A creature you choose within 30 feet must Runic Bolt: Gravitational Bolt
make a Intelligence saving throw. - A creature you choose within 120 feet must
- On a failed save, a creature suffers psychic make a Charisma saving throw.
damage equal to the Runic Bolt Damage, and is - On a failed save, a creature suffers force
paralyzed until the start of your next turn. damage equal to the Runic Bolt Damage, and is
- On a successful save, a creature suffers pulled in a straight line directly toward you for
psychic damage equal to half the Runic Bolt 10 feet per level of the expended spell slot.
Damage. - On a successful save, a creature suffers force
Aura Effect: Psychic Aura damage equal to half the Runic Bolt Damage.
- Burst Aura Damage Type: Psychic Aura Effect: Force Aura
- Damage Change: Weapon attacks made by - Burst Aura Damage Type: Force
creatures in the aura deal psychic damage - Damage Change: Weapon attacks made by
instead of piercing, slashing or bludgeoning creatures in the aura deal force damage instead
damage. of piercing, slashing or bludgeoning damage.
Runic Ability (Basic): Telepathy Runic Ability (Basic): Force Shape
- As an action, you can set up a telepathic link - As an action, you can create a volume of force
with a creature that you can see. While you shaped in any way, but it can be no larger than a
concentrate on this property and both you and 1 foot cube. As a bonus action on subsequent
the target creature are on the same plane, you turns while the plane of force exists, you may
and the target creature can communicate change the shape of the force plane, move the
telepathically if you share a language. plane up to 30 feet, or dismiss it. The plane of
Runic Ability (Advanced): Mind force disappears if you dismiss it, or if it is
more than 60 feet away from you, or after one
Reader hour since its creation. This ability cannot
- For every minute observing or interacting with
another creature outside combat, you can learn directly deal damage in any way. - Rune Expert
certain information about its capabilities Effect: The maximum size of the volume of
compared to your own. The DM tells you if the force increases to a 5 foot cube.
creature is your equal, superior, or inferior in Runic Ability (Advanced): Force
regard to two of the following characteristics of Shield
your choice: - You can attempt to shield yourself or another
- Intelligence score creature within 60 feet of you from physical
- Wisdom score harm. As a reaction when you or another
- Charisma score creature within 60 feet of you is hit by an
- Class levels (if any) At the DM's option, you attack, you may expend a spell slot to increase
might also realize you know a piece of the the creature’s AC by 3 + twice the level of the
creature's history or one of its personality traits, expended slot. This effect lasts until the start of
if it has any. the target creature's next turn.
- Rune Expert Effect: The following options are Runic Spells: Pher Rune
added to this ability: - Catapult (1st level)
- Strength score - Blink (3rd level)
- Dexterity score - Otiluke's Resilient Sphere (4th level)
- Constitution score
- Armor Class
- Current hit points
Runic Spells: Sinn Rune
- Charm Person (1st level)
- Detect Thoughts (2nd level)
- Confusion (4th level)
Agate of the Ley Rune
Master rune, complex, rare (requires attunement)

Runic Resistance: Spiritual


Endurance
While you are attuned to this rune, you have
resistance to radiant damage.
Runic Bolt: Radiant Bolt
- Each creature in a 15-foot cone originating
from yourself must make a Constitution saving
throw.
- On a failed save, a creature suffers radiant
damage equal to the Runic Bolt Damage, and is
blinded until the start of your next turn.
- On a successful save, a creature radiant
damage equal to half the Runic Bolt Damage.
Aura Effect: Radiant Aura
- Burst Aura Damage Type: Radiant
- Damage Change: Weapon attacks made by
creatures in the aura deal radiant damage
instead of piercing, slashing or bludgeoning
damage.
Runic Ability (Basic): Revealing
Light
- As an action, you scribe the ley rune in the air.
The rune emits bright light for 20 feet and dim
light for the same distance.
- As a bonus action on subsequent turns while
the light exists, you can increase the radius of
bright light up to 30 feet or reduce it down to 5
feet, or dismiss the light. The distance of dim
light changes to match the distance of bright
light.
- Rune Expert Effect: While in the bright light
from this ability, invisible creatures are revealed
and cannot benefit from invisibility.
Runic Ability (Advanced):
Rejuvenating Spirit
- As an action, you may expend a spell slot to
call forth a spirit to rejuvenate nearby allies. The
spirit appears in a 5-foot cube of unoccupied
space you can see within 60 feet of you.
- While you concentrate on this property (up to
one minute), whenever you or a creature you
can see moves into the spirit’s space for the
first time on a turn or starts it’s turn there, you
can cause the spirit to restore a number of hit
points equal to the level of slot expended - 1 to
that creature (no action required). This ability
has no effect on spells or constructs.
- As a bonus action on subsequent turns while
the spirit exists, you can move the spirit up to
30 feet to a space you can see.
Runic Spells: Ley Rune
- Faerie Fire (1st level)
- Moonbeam (2nd level)
- Sickening Radiance (4th level)
Illusory Script Clairvoyance 6th Level
Rune Scribe Jump Dispel Magic Arcane Gate
Spell List Longstrider
Sanctuary
Life Transference
Nondetection
Find the Path
True Seeing
Cantrips (0 Level) Thunderwave Sending
Blade Ward Sleep Tongues 7th Level
Guidance Symbol
Mending 2nd Level 4th Level Teleport
Magic Stone Augury Arcane Eye Simulacrum
Presdigitation Calm Emotions Banishment
Resistance Continual Flame Fabricate 8th Level
True Strike Enhance Ability Divination Antimagic Field
Hold Person Locate Creature Control Weather
1st Level Misty Step
Absorb Elements Silence 5th Level 9th Level
Bane Skywrite Animate Objects Time Stop
Comprehend Languages Creation Foresight
Detect Magic 3rd Level Legend Lore
Identify Bestow Curse Teleportation Circle
Legendary Runes
Random attempts to make very rare/legendary rarity runes. Pearl of the Space Rune
Probably ignore these. (INCOMPLETE)
Master rune, complex, rare (requires attunement)
Diamond of the Time Rune Runic Resistance: One with Space
(INCOMPLETE) While you are attuned to this rune, you are
Master rune, complex, legendary (requires immune to force damage.
attunement) Runic Bolt: Radiant Bolt
- A creature you choose within 60 feet must
Runic Resistance: One with Time make a Charisma saving throw.
While you are attuned to this rune, you are - On a failed save, a creature suffers force
immune to force damage. damage equal to the Runic Bolt Damage, and is
Runic Bolt: Time Bolt paralyzed until the start of your next turn.
- Each creature in a 15-foot cone originating - On a successful save, a creature radiant
from yourself must make a Constitution saving damage equal to half the Runic Bolt Damage.
throw. Aura Effect: Spatial Aura
- On a failed save, a creature suffers radiant - Burst Aura Damage Type: Radiant
damage equal to the Runic Bolt Damage, and is - Damage Change: Weapon attacks made by
paralyzed. The creature creatures in the aura deal radiant damage
- On a successful save, a creature radiant instead of piercing, slashing or bludgeoning
damage equal to half the Runic Bolt Damage. damage.
Aura Effect: Radiant Aura Runic Ability (Basic): Revealing
- Burst Aura Damage Type: Radiant Light
- Damage Change: Weapon attacks made by - As an action, you scribe the ley rune in the air.
creatures in the aura deal radiant damage The rune emits bright light for 20 feet and dim
instead of piercing, slashing or bludgeoning light for the same distance.
damage. - As a bonus action on subsequent turns while
Runic Ability (Basic): the light exists, you can increase the radius of
Slow/Hasten Time bright light up to 30 feet or reduce it down to 5
- Rune Expert Effect: You can cast Haste and feet, or dismiss the light. The distance of dim
Slow at base level without expending a spell light changes to match the distance of bright
slot at will. You cannot cast it at a higher level if light.
you cast it using this ability. - Rune Expert Effect: While in the bright light
Runic Ability (Advanced): Slow from this ability, invisible creatures are revealed
Time and cannot benefit from invisibility.
- Rune Expert Effect: You can cast Slow at base Runic Ability (Advanced):
level without expending a spell slot at will. You Rejuvenating Spirit
cannot cast it at a higher level if you cast it - As an action, you may expend a spell slot to
using this ability. call forth a spirit to rejuvenate nearby allies. The
Runic Spell: Moonbeam (2nd) spirit appears in a 5-foot cube of unoccupied
space you can see within 60 feet of you.
- While you concentrate on this property (up to
one minute), whenever you or a creature you
can see moves into the spirit’s space for the
first time on a turn or starts it’s turn there, you
can cause the spirit to restore a number of hit
points equal to the level of slot expended - 1 to
that creature (no action required). This ability
has no effect on spells or constructs.
- As a bonus action on subsequent turns while
the spirit exists, you can move the spirit up to
30 feet to a space you can see.
Runic Spell: Moonbeam (2nd)

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