Ranger
Base Class: Ranger

A Runeheart ranger is a skilled hunter and protector whose strength comes from a deep connection to the ancient runes of the land. These rangers carry the wisdom of the runes not through magic, but through a natural bond with the world around them. The runes guide their movements, sharpen their senses, and help them track even the most elusive prey.

Runeheart Spells

Ranger Level Spells
3rd hex
5th augury
9th glyph of warding 
13th death ward
17th hallow

Ancient's Mark

You've learned to improve your Hunter's Mark through the connection to ancient runes. When you cast the Hunter's Mark spell through the use of the Favored Enemy feature, it doesn't require concentration.

Rune's Essence

Starting at 3rd level, your connection with the natural runes of the land allows you to invoke them. You gain proficiency with Calligrapher's Supplies, which you can now use as a spellcasting focus for your ranger spells.

With that comes a number of runic dice, a pool of d4s equal to your ranger level. A runic die is expended when you use it for a runic feature. You regain all of your expended runic dice when you finish a short or long rest. 

  • Runic Assault. Immediately after hitting a creature with a weapon attack, you can expend a runic die as a bonus action and make another attack, dealing either cold, fire, lightning, or thunder additional damage to the target equal to the number rolled on the die on a hit.
  • Runic Ward. When you take damage of a type that isn't force, poison, or psychic, you can use your reaction to expend a runic die to reduce the damage by the number rolled + your Wisdom modifier.
  • Runic Proficiency. When you roll a check for an ability in which you are not proficient in, you can use a bonus action to expend a runic die and add the number rolled on the die to the ability check.

Runic Stave

You carve a runic stave over your heart or somewhere else on your body which grants you a permanent effect based on which stave you choose to carve. Choose one of the following staves; you gain the effect. This decision cannot be changed or undone by any method short of a Wish spell.

Stave of Acuity

A number of times equal to your proficiency bonus per long rest, when you roll a 10 or lower on a Wisdom check or saving throw, you can roll again, but you must use the new roll. Additionally, you gain a bonus to your passive Perception equal to your Wisdom modifier.

Stave of Charms

A number of times equal to your proficiency bonus per long rest, when you roll a 10 or lower on a Charisma check or saving throw, you can roll again, but you must use the new roll. Additionally, you gain proficiency in a skill, tool, or weapon.

Stave of Deftness

A number of times equal to your proficiency bonus per long rest, when you roll a 10 or lower on a Dexterity check or saving throw, you can roll again, but you must use the new roll. Additionally, your walking speed increases by 10 feet.

Stave of Intellect

A number of times equal to your proficiency bonus per long rest, when you roll a 10 or lower on an Intelligence check or saving throw, you can roll again, but you must use the new roll. Additionally, you can accurately recall any written text that you've read within the past week.

Stave of MIght

A number of times equal to your proficiency bonus per long rest, when you roll a 10 or lower on a Strength check or saving throw, you can roll again, but you must use the new roll. Additionally, you have advantage on all attacks against objects.

Stave of Vitality

A number of times equal to your proficiency bonus per long rest, when you roll a 10 or lower on a Constitution check or saving throw, you can roll again, but you must use the new roll. Additionally, you can hold your breath for twice as long.

Glyph of the Runestone

You can cast Glyph of Warding once without consuming a spell slot, and you regain the ability to cast it this way when you finish a long rest. When you cast it this way, you can ignore the stipulation of the glyph not being able to move more than 10 feet from where it was cast.

If a glyph cast in this way is still active when you attempt to cast it this way again, the older glyph is broken, and the spell ends without being triggered.

Rune's Quintessence

Your connection to the land and with the runes has reached its peak, and the strength you can draw from them now is more than ever. Your runic dice increase to a d6, and when using your runic features, you gain the following additional benefits after meeting certain criteria:

  • Runic Assault. When you reduce a target to 0 hit points with your Runic Assault, you gain temporary hit points equal to the number rolled on the expended die, and can then immediately perform another Runic Assault as a part of the same bonus action.
  • Runic Ward. If you reduce the received damage to 0, you receive the Runic Aegis which lasts indefinitely until the next time you receive damage. While you have an active Runic Aegis, you receive a +2 bonus to your armor class, advantage on Dexterity saving throws to avoid damaging effects, 1d6 healing at the end of your turn in combat for a minute, and the when you do take damage and the Runic Aegis ends, you take only half of the damage.
  • Runic Proficiency. If you succeed the ability check using Runic Proficiency when you would have otherwise failed, you immediately regain a number of runic dice equal to your Wisdom modifier.

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