You are more than mortal, you are marked. When the divine firmament of Celestara fell and sacred runes rained upon Vir’lae, something ancient reached into your soul. Whether by fate, accident, or the design of gods or greater things, you were marked, changed. A rune etched itself into your flesh or mind, an echo of cosmic truth that grants you strange insight and subtle power. Others study runes. You are one.
- Ability Scores: Increase one of the following by 1: Intelligence, Wisdom, or Charisma (your choice).
This reflects your growing attunement to the rune’s essence—whether through intellect, intuition, or sheer force of will. - Skill Proficiencies: Arcana, Religion
- Tool Proficiencies:
Calligrapher’s supplies or one artisan’s tool of your choice.
- Languages: Two of your choice (Celestial, Abyssal, Primordial, or Draconic are common)
- Equipment:
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A spellcasting focus etched with your rune (stone, staff, amulet, or fragment)
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A fragment of divine parchment or crystal with a fading glyph
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A scroll or journal containing your interpretations of the rune
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A set of modest robes
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A belt pouch containing 15 gp
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Your soul is bound to a cosmic rune, allowing you to tap into its latent power.
You can cast Comprehend Languages or Detect Magic (your choice) once per long rest without expending a spell slot. These spells manifest through your rune, visually or sonically (e.g., glowing script in your eyes, harmonic vibrations, etc.).
Select one cantrip from your chosen rune type.
| Rune Type | Cantrip Options |
|---|---|
| Flame | Produce Flame, Fire Bolt, Control Flames |
| Stone | Mold Earth, Resistance, Blade Ward |
| Tide | Shape Water, Spare the Dying, Thaumaturgy |
| Storm | Shocking Grasp, Gust, Lightning Lure |
| Light | Sacred Flame, Light, Guidance |
| Shadow | Minor Illusion, Toll the Dead, Prestidigitation |
| Time | True Strike, Guidance, Message |
| Will | Mind Sliver, Message, Friends |
Suggested Characteristics
Rune-Touched are marked by knowledge beyond their years, subtle paranoia, or mystical conviction. Some revere their gift, others dread what it’s turning them into—but all know the rune has made them different.
Personality Traits (1d8)
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I speak of the runes as if they are alive—because to me, they are.
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I see symbols and meanings hidden in everything: dreams, stars, even patterns of leaves.
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My hands tremble with the urge to record every strange whisper I hear.
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I often speak in metaphors or cryptic phrases, as if translating from a forgotten tongue.
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I prefer silence, lest I miss the rune's next message.
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I instinctively trace the rune on surfaces when I think.
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I find comfort in old ruins, ancient places, and forgotten libraries.
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I know things I shouldn’t—and I wish I didn’t.
Ideals (1d6)
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Knowledge. The runes are keys to understanding all things. (Neutral)
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Balance. Power must be wielded responsibly—or not at all. (Lawful)
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Change. The rune chose me to disrupt the status quo. (Chaotic)
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Salvation. The shard’s gift can heal a broken world. (Good)
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Ascension. This mark is my birthright to become more than mortal. (Evil)
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Truth. I seek to uncover the divine script that binds all reality. (Any)
Bonds (1d6)
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A sacred site holds the mirror to my rune—I must return there.
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I was found by a cult or order that raised me in the rune’s shadow.
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A loved one was scarred by the rune’s backlash—I must protect them.
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The rune gives me visions of someone I have never met—but must find.
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A rival rune-touched seeks to consume or nullify mine.
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I believe the rune is a fragment of a fallen god’s final breath.
Flaws (1d6)
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I lose time—sometimes hours—when the rune whispers to me.
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I obsess over ancient texts and ignore the world around me.
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I believe only those marked by runes can be trusted.
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I fear the rune is slowly erasing me.
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I compulsively mark symbols into dirt, walls, books—even my skin.
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I hear voices when I’m alone. I’m not sure they’re just in my head.
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