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Rune Scribe - The Homebrewery
Rune Scribe - The Homebrewery
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.