Rune Witch Image

The art of runecraft was initially created by the giants of yore, but over time, the practice has been adopted by individuals of all races and backgrounds. As such, though Giant runes are the most common, many rune carvers incorporate symbols from their native languages into the craft.

Witches or warlocks live in the feywild, sacred forest, or somewhere secluded for the reason that many see the dark arts as criminal, disgusting, unstable, ill, etc. However, thanks to the giants, an ancient hag has discovered new diverse rune carvings. They spread this knowledge to witches/warlocks or whoever may use it for good or evil or for personal gain and it may also be spread to other creatures. In time far from north, in a sacred land filled with ancient knowledge, ice and snow, powerful nature, mad gods, great warriors and others more. Rune witches/warlocks have studied to sharpen or become warriors of magic. This environment of danger, this development of rune magic have become their source of pride. 

 
Skill Proficiencies: Choose 2 Skill - Arcana, History, Nature, Animal Handling, Medicine, Perception, Deception, Intimidation, Persuasion
Tool Proficiencies: Alchemist's Supplies, Cook's Utensils, Herbalism Kit
Languages: Giant, Choose 1 Language - Celestial, Deep Speech, Draconic, Dwarvish, Elvish, Gnomish, Primordial, Sylvan, Ogre
Equipment: Alchemist Supplies, Herbalism Kit or Cook's Utensils, A bag, A book of lore (You and the DM will discuss what type of information it holds), A scroll case stuffed full of notes from your studies or prayers, Whetstone, A small cauldron, A bottle of black ink, A quill, Scale of dragon, Finger of birth-strangled babe, 1 trinket from the Icewind Dale: Rime of the Frostmaiden or the feywild, Common clothes, A pouch containing (10 gp)
 
Feature: Runic Witchcraft. You gain Features of 3: Potion Brewer, Runes, and Beast Shapechange

Feature: Potion Brewer
You are familiar with the alchemical processes. You can identify any potion within 5 feet of you, as if you have tasted it. You must see the liquid for this benefit to work. Additionally you have advantage on Wisdom (Medicine) checks to diagnose an illness or if ever use to concoct potions, if it is magical in nature. 

Feature: Runes
You gain the Rune Carver Apprentice feat. You learn Magic Stone Cantrip; it doesn't count with the number of cantrips you know.

Feature: Beast Shapechange
The spirits within nature gifted you to change shape into a Beast creature representing your soul. Limitations/restrictions: the size must be tiny, small, or medium and 1 Beast creature you can be; you can't change the creature you chosen. You gain the Shapechange spell. You gain this feature again after a short or long rest.

 
Spell List

You’ve dedicated your life to studying the practice of runecraft. Whether you were personally taught by a master rune carver either learned by poring over engravings in ancient ruins or learn it by someone else, you understand how to tap into the supernatural power held within runes.

You cast spells as if it were runes; it functions as spellcasting but runes.

Runic Witch Expanded Spell List

Spell Level Spells

                1                       Entangle, Sleep


        2                       Augury, Zone of Truth


        3                       Bestow Curse, Clairvoyance


        4                       Dominate Beast, Greater Invisibility


        5                       Dominate Person, Modify Memory

 

 
Suggested Characteristics

Rune styles
Each rune carver has a unique style and preferred medium for creating runes. To determine how you make your runes, you can roll on the Rune Style table or discuss with your dm if you have a creative idea to do rune styles.


1d6 I Style


1  You inscribe your runes with a fine metal needle.


2  You whittle down pieces of wood into small figurines you mark with your runes.


3  You engrave runes onto glass beads and thread them onto necklaces and bracelets.


4   You stitch your runes into the hems of clothing.


5  You carve runes on a set of animal bones you can throw in different formations.


6  You draw your runes into candles, melting the wax to smooth over the engravings.

d8 Personality Trait
1 I have an insatiable thirst for knowledge.
2 I live by my own set of weird and wonderful rules.
3 When I have a new idea, I get wildly excited about it until I come up with another, better idea.
4 I love brewing up a new recipe, even if some might be repulsed by my choice of ingredients. Or the final product. Or both.
5 I prefer saying the blunt truth over a pretty lie, and I don't particularly care whose feelings I hurt.
6 I learned one of my ancestors was a lauded rune carver whose story was lost to time. I seek to rekindle that legacy.
7 The old, traditional markings of runecraft look so boring. Why not give your runes some flair?
8 If you do me an injury, I will crush you, ruin your name, and salt your fields.
d8 Ideal
1 Rule of Three. Everything in the multiverse happens in threes. I see the "rule of three" everywhere. (Lawful)
2 Obsession. I won't let go of a grudge. (Evil)
3 Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
4 Honor. A deal is a deal, and I would never break one. (Lawful)
5 Power. Knowledge is the path to power and domination. (Evil)
6 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
7 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
8 Changeability. Change is good, which is why I live by an ever-changing set of rules. (Chaotic)
d8 Bond
1 I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it.
2 I'm drawn to the Feywild and long to return there, if only for a short while.
3 My life's work is a series of tomes related to a specific field of lore
4 I've been searching my whole life for the answer to a certain question.
5 I sold my soul for knowledge. I hope to do great deeds and win it back.
6 Nothing is more important than the other members of my hermitage, order, or association.
7 I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
8 I have a child to protect. I must make the world a safer place for them.
d8 Flaw
1 I have certain rituals that I must follow every day. I can never break them.
2 I'm a kleptomaniac who covets shiny, sparkling treasure.
3 I never give away anything for free and always expect something in return.
4 I have many voices and tend to indulge them.
5 I'm always changing my mind-well, almost always.
6 Unlocking an ancient mystery is worth the price of a civilization.
7 I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
8 I like keeping secrets and won't share them with anyone.
 
Variant Rune Witch: Odin (Norse God) recruit

You lose the Feature: Beast Shapechange however you still have the other features of Rune Witch from Runic Witchcraft. You became an Odin follower either by fear of me, admire his work, or believe in his words or promises. Nonetheless you accept to become a loyal ally to his mission.

Your only goal is him and him alone; as well gather knowledge and wisdom to pleas the Norse God Odin.

 
Variant Feature: Raven Companion

You gain the service of a spirit sent by the Odin to watch over you. The spirit assumes the form and game statistics of a find familiar raven therefore it has it's raven features, actions and other more in it's raven dnd card, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.

While the raven is perched on your shoulder, you gain darkvision with a range of 60 feet.

You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.

If you ever roll a die below 5, The raven gives you wisdom words of advice or random trivia. Ask the dm before hand if they want too be the raven.

The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.

The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.

At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.

 

Previous Versions

Name Date Modified Views Adds Version Actions
12/5/2022 9:06:32 AM
0
1
--
Coming Soon
12/8/2022 6:51:59 PM
0
1
--
Coming Soon
Rune Witch Image

Comments

Posts Quoted:
Reply
Clear All Quotes