You are the inheritor of a little-known and wildly powerful line of smiths gifted with the understanding of magical symbols known as runes. By applying these runes to objects through hours of focused carving and magic-imbuing rituals, you can create short term enchantments that can be combined to create powerful effects. Your runes are kept in a solid, leather-bound journal whose pages are made of the skin of slain monsters. While you have access to over around two dozen runes, you have found that you're only able to use those that you yourself have discovered in the world.
- Skill Proficiencies: Arcana, Insight
- Tool Proficiencies: Leatherworker's tools
- Languages: Celestial
- Equipment: A set of leatherworker's tools, a book of runes, a set of common clothes, and a pouch containing 15 gp
Runes can be found throughout the world, placed in locations by other secretive runesmiths, gods whose essence caused them to form, or fey or devils up to no good. Once you have found a rune in the world, studying for 10 minutes in its natural environment gives you the knowledge and understanding that you need to recreate it on another surface.
Once you understand a rune, you can recreate it on a surface of your choice, whether that be a weapon, an amulet, or a wall. When you carve a rune, its magical potential lies dormant until you use an action or bonus action to activate its power, after which time it lasts for a number of hours equal to your proficiency bonus. A rune carved on a surface or worn item can have a continuous effect, however, for runes carved into weapons, you must use a bonus action to activate the rune with your attack. Carved runes can be overlapped, however, they must be the same level in order for them to have any effect. A rune takes four hours to carve and the mental and magical energy depleted in making it is not regained for 1d10 days after the carving is completed.
Spell List
Lvl 0: Force, Enfeeblement
Lvl 1: Fire, Lightning
| Spell Level | Spells |
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Suggested Characteristics
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