Base Class: Wizard
Unlike most wizards, those of The Runic Warrior School are thrill seekers and willing to seek out combat they aren't afraid to enter the fray due to the magically imbued armor they wear which captures the essence of earth titans and the gleaming blade which houses the power of a captured storm. Because of their incredible intelligence, they've learned to craft boots that enhance their speed or spectacles to enhance their accuracy with ranged weaponry. Because of their prowess in combat as well as tactical genius they are often hired by the crown to become generals or even picked up by large mercenary organizations looking to find capable bodies to carry out contracts.
Abjuration / Evocation: Savant
Beginning when you pick this school at 2nd level, the gold and time you must spend to copy an Abjuration and Evocation spell into your spellbook is halved.
However, when selecting this school you can no longer learn Illusion or Conjuration spells.
Knowledge of Imbuement
Starting at 2nd level when you select this school, you gain proficiency with light armor and martial weapons. You also gain proficiency with the Jewelers kit and Arcana if you already have proficiency in Arcana you instead gain expertise in it and if you have proficiency in the Jewelers kit you also gain expertise with it.
Furthermore, you have learned to imbue both weapons and armor with basic transmogrifications through the use of runestones. During a Long Rest if you spend two hours which are uninterrupted with a weapon or set of armor you may imbue it with one magical effect which you have learned through this feature. A weapon which is imbued with a magical runestone gains a +1 to both damage and hit rolls, as well as the feature which you have imbued within the weapon.
The processes of creating runestones can consume some time and money but are well worth the cost. In order to create a runestone, you must first find a stone which is no smaller than three inches across from side to side but no larger than four inches across from side to side, after which you must etch the respective glyphs for your runestone into each stone then filling the stone with gem powder which varies from each effect you wish to imbue into the weapon or set of armor. Many enchantments have additional components varying from enchantment to enchantment.
Basic Weapon Runestone Options:
- Dragon Tongue
The Dragon Tongue imbuement allows for a wielder to enchant their weapon with the aspect of flame. It requires an etched runestone that has been filled with ruby dust worth a minimum of 150 gold pieces which has been mixed with the crushed tongue of a red salamander and a single rose petal, the runestone is then consumed during the two-hour process during your long rest. Once imbued with the runestone your weapon now deals an additional 1D6 fire damage and has a +1 to all attack and damage rolls.
- Moon Tide
The Moon Tide imbuement allows for a wielder to enchant their weapon with the aspect of ice. It requires an etched runestone that has been filled with amethyst dust worth a minimum of 150 gold pieces which has been mixed with the crushed tongue of a blue salamander and a single violet petal, the runestone is then consumed during the two-hour process during your long rest. Once imbued with the runestone your weapon now deals an additional 1D6 frost damage and has a +1 to all attack and damage rolls.
- Fate Weaver
The Fate Weaver imbuement allows for a wielder to enchant their weapon with a fragment of possibility. It requires an etched runestone that has been filled with tiger's eye dust worth a minimum of 150 gold pieces, while you go through the two-hour period of the imbuement process you must have a lucky rabbits paw no further than ten feet from you which is consumed during the process along with the runestone. Once imbued with the runestone and paw your weapon now allows for you to capture another's misfortune and turn it into your own luck when an enemy misses you with an attack roll you can use your reaction to capture that energy within your weapon which then can be spent during an attack in order to roll 1D4 which can be added to your attack roll your weapon also gains a +1 to all attack and damage rolls.
Basic Armor Runestone Options:
- Iron-Scale
The Iron-Scale imbuement allows for a user to enchant their armor with the resilience of the mighty dragon races scales. It requires an etched runestone that has been filled with diamond dust worth a minimum of 300 gold pieces which has been mixed with the blood of salamander and a flower petal of any sort, the runestone is then consumed during the two-hour process during your long rest. Once imbued with the runestone your armor now has a +1 to its armor class and resistance to one elemental damage type which is dictated by the color of the salamander and the petal (each must match or else the runestone is consumed and the armor does not take on an effect. While the combinations are ultimately up to DM discretion you and your DM may want to look into what color dragons have resistance to what elemental type and make your combinations accordingly.)
- Panthers Grace
The Panthers Grace imbuement allows for a user to enchant their armor with the agility and grace of the feline kingdom. It requires an etched runestone that has been filled with obsidian dust worth a minimum of 300 gold pieces, while you go through the two-hour imbuement process you must have a tuft of black cat hair no further than ten feet away which is consumed during the process along with the runestone. Once imbued with the runestone your armor now grants you an additional 10ft of movement and grants advantage on dexterity checks made to dodge attacks which target a large area.
- Ox's Endurance
The Ox's Endurance imbuement allows for a user to enchant their armor with the strength and stamina of an ox. It requires an etched runestone that has been filled with onyx dust worth a minimum of 300 gold pieces, while you go through the two-hour period of the imbuement process you must have an ox's horn no further than ten feet from you which is consumed during the process along with the runestone. Once imbued with the runestone and horn your armor grants you a +2 to your constitution score to a maximum of 20 as well as a +1 to your armor class.
Runic Advancement
Starting at 6th level, your constant dealings with glyphs has affected your very being granting you a permanent edge in combat and from this point on any weapon you use gains a +1 bonus to attack and damage rolls whether it has gone through the imbuement process or not just as all armor now grants a +1 to armor class even if it is not imbued with any magical properties. Furthermore, while wielding a weapon which has gone through the imbuement process grants you the extra attack feature which allows for you to attack twice with an action rather than once.
Offensive Glyph Potency
Beginning at 10th level, you can now add your intelligence modifier + your proficiency bonus to all attack and damage rolls rather than strength or dexterity (though you can choose from the weapons original stat bonus or intelligence.) Furthermore, all weapon runestones now cost half the gold cost of there original form and have now been perfected to be more efficient in their effects. Lastly you through careful research you have learned of a variety of new weapon glyphs with all new effects.
Weapon Runestone Options:
- Improved Dragon Tongue
The Improved Dragon Tongue imbuement now only requires ruby dust worth a minimum of 75 gold pieces as well as its other component costs. Once imbued with the runestone your weapon now deals an additional 2D6 fire damage and has a +2 to all attack and damage rolls. Furthermore, it gains a charge of Burning Hands which can be cast at 3rd level or lower after taking the attack action whether you have the spell prepared or not.
- Improved Moon Tide
The Improved Moon Tide imbuement now only requires amethyst dust worth a minimum of 75 gold pieces as well as its other component costs. Once imbued with the runestone your weapon now deals an additional 2D6 frost damage and has a +2 to all attack and damage rolls. Furthermore, it gains a charge of Ice Knife which can be cast at 3rd level or lower after taking the attack action whether you have the spell prepared or not.
- Improved Fate Weaver
The Improved Fate Weaver imbuement now only requires tiger's eye dust worth a minimum of 75 gold pieces as well as its other component costs. Once imbued with the runestone your weapon can now capture the essence of another's misfortune by burning your reaction which then turns that essence into luck for yourself, upon expending that charge of luck you may roll 1D8 which may be added to your attack roll and your weapon also gains a +2 to all attack and damage rolls.
New Weapon Runestone Options:
- Rolling Thunder
The Rolling Thunder imbuement allows for the wielder to harness the heart of a storm in their very hands. It requires an etched runestone that has been filled with amber dust worth a minimum of 75 gold pieces as well as opal dust worth a minimum of 75 gold pieces, the runestone is then consumed during the two-hour period during your long rest. Once imbued with the runestone your weapon now does an additional 1D6 thunder damage as well as an additional 1D6 lightning damage in addition to its +2 to all attack and damage rolls. Furthermore, it gains a single charge of Echoing Thunder which allows the wielder to delay the thunder damage by one turn if the enemy remains where it was it instead takes 4D6 thunder damage.
- Reeling Venom
The Reeling Venom imbuement allows for the wielder to harness the deadly poison of many predators. It requires an etched runestone that has been filled with emerald dust worth a minimum of 75 gold pieces as well as onyx dust worth a minimum of 75 gold pieces, the runestone is then consumed during the two-hour period during your long rest. Once imbued with the runestone your weapon now does an additional 1D6 poison damage as well as an additional 1D6 psychic damage in addition to its +2 to all attack and damage rolls. Furthermore, it gains a single charge of Paralysing Venom which allows the wielder to force the opponent to make a Constitution saving throw DC 18 or suffer the paralysis affliction till the end of your next turn.
Runic Mastery
Starting at 14th level, whether your weapon is imbued or not you now gain a +2 to all attack and damage rolls and similarly, your armor now gains a +1 to its armor class whether it is imbued or not. In addition to this, you may now expend two 7th level spell slots in order to take another turn immediately or you may expend a single 8th or 9th level spell to do so. While wearing a set of imbued armor and wielding an imbued weapon you now gain the ability to attack three times in a single action rather than twice and can now forgo your third attack to cast a spell of 5th level or lower as a bonus action.
Lastly, all armor imbuements now cost half of what they originally cost in addition to there component cost.
(I encourage both DM's and Players alike to make changes to this class and add their own flare or even simply add new options for runestones and develop the class to their own liking.)
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