A wizened sage draws a complex weave in a forgotten language in the air. With one final flourish, he activates it, sending forth a mighty blast of fire toward the charging orcs. Suddenly, a large dragon swoops down from the sky, sending a blast of pure fire onto the skinny mage. After the smoke clears, not only is he unharmed, but is ready to fire a bolt of energy into the dragon.
From across the battlefield, you see a great champion standing amidst the enemy army with their armor glowing with magical power. Blasts of energy, magic barriers, and all forms of magic flow around her; and in the midst of all of it, any foe who dares think that if they can just get close enough, she will fall like a puny mage quickly realizes their fatal folly.
A strange man in a long robe walks out of the forest. The surprised cultists spring forward to take this unexpected new sacrifice, only to have their blades bounce off his skin. With a spin he throws off his cloak to reveal a skin covered in arcane runes, and many of them are glowing, waiting to be released.
All of these are rune carvers, masters of the often forgotten power that lies in the drawing of magical signs and symbols. While often mistaken for wizards, they do not use verbal words to invoke their magic, relying on communicating to the weave through different languages of power.
Seekers of knowledge
Many ancient powers and civilizations learned how to use runes. Since their ruins are after filled with dangerous monsters and traps, many rune carvers seem to join up with adventuring parties with the hope of delving deep into these ancient sources of knowledge.
A different kind of magic
Runes are an ancient form of magic used by giants and dragons. They often overlap onto spells and call upon their effect, but are normally a different form of magic. Since some of the few creatures that know the powers of runes are often ancient and powerful, you might have been involved in a deal or pact to gain these powers.
Class features
Rune Carver Table
Level
Proficiency bonus
Class Features
Sigils Known
Runes Carved
1
+2
Runecasting, Magical knowledge
2
1
2
+2
Temporary rune
2
1
3
+2
Runic Specialty
2
2
4
+2
Ability score increase
3
2
5
+3
Multi-sigil
3
3
6
+3
Runic Specialty Feature
3
3
7
+3
Temporary rune (2 uses)
3
4
8
+3
Ability score increase
3
4
9
+4
Dual Carve
3
5
10
+4
Runic Specialty Feature
4
5
11
+4
Multi-sigil Improvement
4
6
12
+4
Ability score increase
4
6
13
+5
Temporary rune (3 uses)
4
7
14
+5
Runic Specialty feature
4
7
15
+5
Dual Carve improvement
4
8
16
+5
Ability score increase
4
8
17
+6
Multi-sigil Improvement
5
9
18
+6
Temporary rune(4 uses)
5
9
19
+6
Ability score increase
5
10
20
+6
Runic ascension
5
10
As a Rune Carver, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Rune Carver level
Hit Points at 1st Level: 8 + your Constitution modifier
Proficiencies
Armor: Light
Weapons: Simple weapons
Tools: Carpenter’s tools or Smith's Tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Acrobatics, History, Investigation, Nature, or Sleight of Hand.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) any simple weapon or (b) a Quarterstaff
(a) Studded Leather armor or (b) Leather armor and a shortbow with 20 arrows
(a) a dungeoneer’s pack or (b) an explorer’s pack
2 Daggers and one artisan's tools of your choice
Magical knowledge
At 1st level you have learned about all kinds of magical spells and inscriptions. You can cast detect magic or identify once and regain use of it on a short or long rest.
Runecasting
sigils
sigils are small runes of power drawn in the air to call upon basic powers. You know two sigils and learn more as you level up in this class as shown in the chart above. You must have at least one free hand to use sigils. You can cast any sigil that takes a bonus action to cast as an action.
Holding sigils
When you take the ready action to hold a rune, it stays drawn in the air until you release it. You must concentrate on it as though concentrating on a spell. You can hold it for up to 1 minute. While you are holding a sigil, you can’t create more sigils. If you can create multiple sigils with one action, you can hold all of them at once.
Runes
Runes are powerful magical inscriptions that can be drawn on a surface to grant power to it. Each rune has a passive effect that is granted when a creature wears or holds the item. Additionally, each rune has an additional effect based on what the rune is drawn onto. You do not have to draw a rune upon an object that grants it additional benefits, but it is probably within your best interest to do so.
Drawing runes
When you finish a long rest you can draw a number of runes onto objects based on the Rune carver chart above. At first level you can draw 1 rune and this number increases as you gain levels in this class. A rune lasts until you draw a new rune that causes you to go over your rune limit, in which case you decide which rune gets replaced. You can draw the same rune multiple times. An object can only have 1 rune at a time.
Additionally, runes that have a level prerequisite require a rune slot that you gained when you could learn that rune. For example, once you reach 7th level you can have 4 runes, but only one of them can be used on a rune that requires you to be 7th level, such as the earth or air runes.
Rune save DC
Your runes are based on your intelligence modifier.
As an action, you can temporarily inscribe a rune on an object you can touch. It only lasts for a number of rounds equal to your proficiency bonus. You can use this feature once per long rest. You can only have one of these special runes at a time.
This rune counts as if you have just gained this slot for the purpose of having limits on higher level runes.
You can use this feature additional times as you gain levels in this class. It increases to 2 uses per long rest at 7th level, 3 uses at 13th level, and 4 uses 18th level.
Runic specialty
At 3rd level you specialize in one form of runes. You can choose from Mystic, Runic Knight, or Tattooist. Your choice grants you features at 3rd, 6th, 10th, and 14th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Multi Sigil
At 5th level you learn how to combine multiple sigils into a single action. When you use a sigil as an action you can simultaneously use another sigil that uses an action or a bonus action as part of the same action. You can use the same sigil multiple times.
At 11th level you can use 3 sigils in one action and at 17th level you can use 4 sigils in one action.
Dual Carve
At 9th level you can carve two runes into one object, instead of only one. You can only do this to one object. At 15th level you can carve 3 runes into one object and 2 runes into another object.
Runic Ascension
At 20th level, you learn how to quickly carve runes of massive power. As an action, you can cast Symbol or Glyph of Warding at 8th level. You do not require the material component. You can store any wizard spell of 8th level or lower into your glyph of warding that takes an action to cast. You can choose to become immune to the effects of the spell. You can’t do so again till you finish a long rest.
Subclasses
Runic specialties
Mystic
Mystics are seekers of forgotten knowledge, ancient sages, and powerful magic users. Instead of trying to expand upon their skill and powers, they focus on what really matters: their runes. The most scholarly of rune carvers, Mystics are always looking for a new way to invoke their power.
Bonus Sigils
At 3rd level, when you choose this specialization, you learn one additional sigil of your choice.
Runic Warding
At 3rd level you have learned how to invoke protective power into your runes. For each rune you are wearing when you finish a long rest you gain 3 temporary hit points. Runes that you carve during this long rest count toward this bonus. You lose these temporary hit points if the rune is ever removed from you.
Rune Walker
At 6th level you learn how to better understand and manipulate runes. You no longer trigger any glyphs, symbols, or other kind of magical trap that draws runes, at the DMs discretion.
Enhanced sigils
At 6th level, once per turn when you deal damage with a sigil, you can increase the damage by your intelligence modifier.
Glyph magic
At 10th level you learn how to use other forms of rune magic. When you finish a long rest you can cast Glyph of Warding once as an action. This special glyph lasts until the end of your next long rest. It does not require the material components, and it can be moved more than 10ft from the casting location. You can store any wizard spell of 3rd level or lower into the glyph that takes an action to cast, or choose explosive glyph.
One with the magic
At 14th level you learn how to become one with your runes. As an action you can surround yourself with a swirling spiral of magical drawings for the next minute. You gain the following benefits:
You gain a flying speed of 30ft
You have resistance to all damage
You can only use your action to use sigils or activate the effects of your runes.
You can cast a sigil as a bonus action
You gain a bonus to damage rolls of your sigils equal to your rune caster level divided by 5 (rounded up)
You can use this feature once, and regain use when you finish a long rest.
Runic Knight
Runic knights seek to blend arcane runes with fighting prowess to become the greatest warrior. They can summon blasts of lighting to destroy foes while they chop down the latest fool who dares challenge them.
Battle training
At 3rd level when you choose this specialization, you gain proficiency with medium armor, shields, and martial weapons. Additionally when you have a rune on your weapon, you can cast sigils even if your hands are full due to that weapon.
Battle runes
At 3rd level you learn to better inscribe runes into your weapons and armor. You can inscribe a Protection rune into your armor or a Striking rune into your weapon. Doing so does not count against the maximum number of runes you can inscribe and does not count against the maximum runes on that object. Additionally, when you inscribe a rune into a weapon, you can use intelligence for attack and damage rolls with that weapon, instead of strength or dexterity.
Extra attack
Once you reach 6th level, when you take the attack action you can make 2 attacks instead of one. You can replace one of these attacks with a sigil.
Infuse Allies
At 10th level you can temporarily infuse your allies with magic runes. As a bonus action you can choose up to four creatures that you can see within 30ft of you. Choose one of the following effects for each creature. You can’t choose the same one multiple times. These effects last for 1 minute.
Their weapon attacks deal an extra 1d6 force damage.
They gain resistance to one damage type of your choice.
They can cast one sigil you know using your Rune save DC and attack bonus as a bonus action.
They gain 20 temporary hit points.
Once you use this feature, you can’t do so again until you finish a long rest.
Mark of retribution
At 14th level you learn how to quickly draw an arcane mark upon a creature that dares strike you. As a reaction when a creature within 60ft of you hits you with an attack you can mark them until the end of your next turn. You have advantage on attacks made against them and you deal an additional 3d6 damage on weapon attacks against them. You can use this feature a number of times equal to your intelligence modifier (minimum once) and regain all uses when you finish a long rest.
Tattooist
Tattooists are masters of a strange skill, the power of drawing powerful runes upon one's own body to enhance it. As their skill progresses, they learn to draw some of these runes upon others, willing and unwilling alike.
Inscribe the body
At 3rd level when you choose this specialization, you learn how to inscribe runes into your body. What benefits the rune grants you is based on where you put it. You can only have one rune on each part of your body, as shown in the chart below. If an item is not listed on the chart, you can’t inscribe it onto your body. At later levels when you gain the dual carve feature, you can choose parts of your body that can hold more than one runes, treating them as items.
Item
Area of body
Armor/Robes*
Chest
Weapon
Hands
Necklace
Neck
Ring
Finger
Headwear
Forehead
Boots
Feet
*You choose which one you gain the benefits for
Battle runes
At 3rd level you can draw powerful, battle enhancing runes on your body. When you finish a long rest you may draw a rune of protection on your chest or a rune of striking on your hands and fingers. This rune does not count against the maximum number of runes you can have. You gain both the benefits of these runes, such as a rune of striking will make your hands weapons, and will also increase the die size of those weapons. If you draw one of these runes on yourself with your normal rune drawing feature, you will still gain both the benefits.
Infused Body
At 6th level you can empower your sigils by using the runes on your body. When you cast a sigil that makes a ranged attack roll, you can change the attack to a melee touch attack. You get one of the following special bonus for some of your sigils when you make a melee touch attack with a sigil.
Rune of striking. When you use a sigil as an action, you can make an attack with your hands as a bonus action. You add your intelligence modifier to the damage roll.
Rune of protection. You gain a number of temporary hit points equal to your Rune Carver level halved (rounded up).
You can only gain one of these special benefits per turn.
Rune upon you
At 10th level you can draw runes upon other creatures' skin. When you finish a long rest you can draw one rune that does not have a level prerequisite on the skin of another creature, using the same rules as your inscribe upon the body feature. This rune follows the normal rules for drawing runes, but is separated from your maximum number of runes drawn.
Additionally, you can craft magic tattoos (tashas cauldron of everything) at half the normal cost and time.
Forced power
At 14th level, you have unlocked the power to draw runes of power upon your foes to destroy them. As an action you can draw a destroying elemental rune on one creature you touch. At the start of each of it’s turns, it takes 6d6 force damage and makes a constitution saving throw. On a failed save it is stunned until the start of it’s next turn. On a successful save it ends the effect. You can use this ability once, and regain use when you finish a short or long rest.
Sigils
Sigils
Sigils are words of power in writing that can be invoked to create powerful magical effects.
Barrier
As an action you can create a 1 inch thick, 10ft tall by 10 feet wide wall at a point within 5ft of you that lasts until the end of your next turn. The wall has 10 hit points and uses your AC and saving throws. If it would provide cover from a damaging effect or attack and the damaging effect or attack would destroy the wall, then the creature gaining cover saves against the damage or is attacked as normal, but they only are affected by the remaining damage. If you use this sigil multiple times as one action, you can add the hitpoints together to make one stronger wall.
Calm
As an action you can choose one creature within 60ft of you. That creature must make a charisma saving throw or be unable to attack you until the start of your next turn or until it takes damage.
Death
As an action you can make a melee rune attack against a creature you can touch. If you hit it takes 1d8 necrotic damage. The next time it regains hit points until the end of your next turn it instead takes that much necrotic damage as the healing is corrupted.
Fear
As an action you can cause one creature with 30ft of you to make a wisdom saving throw. On a failed save it is frightened of you until the end of your next turn.
Flame
As an action you can fire a bolt of flame at one creature within 60ft of you. Make a ranged rune attack roll against it. On a hit it takes 1d6 fire damage and the next time it takes fire damage until the end of your next turn, it takes an additional 1d4 fire damage. It can only take this extra damage once per turn.
Force
As an action you can release a blast of force around you. Each creature within 5ft of you must make a strength saving throw or take 1d6 force damage and be pushed 10ft away from you.
Frost
As an action you can summon a freezing gale. Choose a point within 30ft of you, each creature within 5ft of that point must make a constitution saving throw or take 1d6 cold damage and have disadvantage on it’s next attack roll.
Healing
As an action you can heal a creature's recent wounds that you touch. The creature regains 1d6 hit points that it lost since the end of it’s last turn.
Mind
As an action you can send a psychic spike at a creature within 90ft of you. It must succeed on an intelligence saving throw or take 1d4 psychic damage and take an additional 1d4 psychic damage each time it hits with an attack until the start of your next turn.
Power
As an action you can fire a beam of pure energy at a creature you can see within 60ft of you. Make a ranged rune attack against it, on a hit it takes 1d10 force damage.
Prophecy
As an action you can foretell good or bad fortune for one creature you can see within 60ft of you. It has advantage or disadvantage (your choice) on it’s next attack roll, ability check, or saving throw that it makes.
Shadow
As a bonus action you can shroud yourself in shadow. You can take the hide action as the same bonus action you used to draw this. You can use your intelligence instead of your dexterity for this stealth check.
Speed
As a bonus action you can increase your movement speed by 5ft until the end of your next turn.
Storm
As an action you can summon a storm cloud at a point you can see within 60ft of you. Until the end of your next turn the area within 5ft of that point is lightly obscured and any creature that starts or ends it’s turn inside takes 1d4 lightning damage.
Strength
As a bonus action you can swap your strength and intelligence ability scores until the start of your next turn.
Warding
As a bonus action you can choose one damage type. Until the start of your next turn whenever you take damage of that type, you take 1d4 less damage.
Wind
As an action you can summon a gust of wind in front of you. Each creature within a 5ft wide, 15ft long line extending from you must succeed on a strength saving throw or be pushed 10ft away from you or be knocked prone(your choice).
Runes
When you inscribe a rune into an object, any creature that is holding or wearing the object gains the benefits of it, but any abilities that use a rest to regain use is still used up for all creatures using that specific rune until someone rests with it. You must be holding a weapon, wand, or staff to use the rune.
However, anytime it calls for your intelligence modifier or proficiency bonus it is the Rune Carver’s intelligence modifier or proficiency bonus, not the creature using it.
Spells you cast with a rune use the Rune save DC and Attack bonus of the rune carver. They use the rune carver’s intelligence modifier as the spellcasting ability modifier.
However, when a rune says that you do something or you gain a benefit, it is the user of the rune, not the rune carver. A creature can only benefit from the same rune once at the same time unless otherwise noted.
Spells cast with runes do not require any components that are not material components with a gp cost. Runes may have level requirements, you must be that level in this class to learn that rune.
Air Rune-7th level
Passive: As a reaction when you take falling damage, you can reduce the amount take by five times your rune carver level. Additionally, you are immune to difficult terrain caused by wind.
Boots: As an action you can transform your remaining movement speed into a flying speed until the end of your next turn.
Necklace: As a reaction when a creature within 30ft of you is hit with a ranged weapon attack, you can cause the attack to instead hit another creature within 5ft of the first creature or cause it to miss.
Arcane Rune-9th level
Passive: You can cast magic circle or dispel magic at 4th level once per long rest without expending a spell slot.
Staff: You can cast dispel evil and good or banishment once per long rest.
Ring: You can cast protection from evil and good on yourself a number of times each long rest equal to your proficiency bonus. You do not need to concentrate on these castings.
Barrier Rune-13th level
Passive: You can cast wall of force once and regain use when you finish a long rest.
Armor: You can pass through any magical wall or barrier as if it was not there. You still take damage if it causes it, but you ignore any restrictions on movement. For example,you could walk through a wall of thorns at your normal movement speed, but you still take the damage.
Ring: Any creature of your choice that touches a wall or hits it with a melee attack you create takes 3d10 force damage and is pushed 10ft away from the wall. This happens after any effects of the attack are resolved. The wall must totally block movement ( such as wall of ice or barrier sigil) and not just deal damage or restrict creatures movement ( wall of fire or wall of thorns)
Blizzard Rune
Passive: You have resistance to cold damage.
Armor: Creatures of your choice that start their turn within 5ft of you take cold damage equal to your intelligence modifier.
Boots: You ignore difficult terrain caused by ice or snow, and creatures that start their turn within 5ft of you have their movement speed reduced by 5 x your proficiency bonus feet until the start of your next turn.
Creation Rune-5th level
Passive: As an action you can create one tiny object of your choice. It lasts for one hour or until you use this feature again. It is covered in runes and is slightly transparent.
Armor: When you would take damage you can use your reaction to create a wall in front of you. You use the barrier sigil as this reaction.
Ring: The objects you create can now be small and you can have up to 3 at a time. Weapons you create are magical and have +1 to attack and damage rolls.
Destruction Rune-5th level
Passive: Once on your turn you can increase any damage roll made by you by 1d8.
Headwear: You can cast Fireball or lightning bolt once and regain use when you finish a long rest. The spell is cast at a level equal to your proficiency bonus.
Weapon: When you hit a creature with an attack roll, you can cause great destruction upon their body. Roll (proficiency bonus plus 1)d8 and add them as force damage to the weapons damage roll. You can use this feature once and regain use when you finish a short or long rest.
Distortion Rune-5th level
Passive: You can cast Haste or slow once per long rest.
Boots: When you cast a haste spell on yourself, it does not require concentration.
Ring: During downtime when craft, researching, or performing any task that does not require others, you can do 2 hours of work in one hour. You can do this for up to 3 hours each day (doing 6 hours of work).
Divine Rune-17th level
Passive: You can cast heal and harm each once, and regain use when you finish a long rest.
Armor: You gain resistance to bludgeoning, piercing, and slashing from non magical weapons.
Necklace: You can call down divine fire to smite your foes. You may cast flame strike three times, and regain use when you finish a long rest.
Dragon Rune-7th level
Passive: Choose one damage type from the following options when this rune is inscribed. acid, cold, fire, lighting, or poison. You have resistance to that damage type. As a reaction when you take damage of another type on that list, you can change to that damage type after you take the damage.
Armor: You radiate an aura of fear as a bonus action. Each creature within 10ft of
you must make a wisdom saving throw or become frightened of you until the end of your next turn. A creature that succeeds on this saving throw is immune to this effect for the next 24 hours.
Necklace: You can breathe elemental power as an action. Each creature in a 15ft cone extending from you must make a dexterity saving throw or take (proficiency bonus)d6 damage of the type you are resistant to from this rune.
Earth Rune-7th level
Passive: You have a burrowing speed equal to half your walking speed.
Armor: As a reaction when you take damage, you may choose to gain resistance to all damage until the end of your next turn. While you are affected by this your speed is 0 and you can't take any actions or bonus actions.
Ring: You can cast one of the following spells and regain use when you finish a
long rest. Erupting earth, Meld with stone, or Stone shape.
Eldritch Rune-7th level
Passive: You may use your action to make a grapple check against one creature within 30ft of you. You can use your intelligence modifier+proficiency bonus for this check. You may only have one creature grappled in this way at a time.
Armor: As a reaction when you take damage from a creature within 30ft of you, you can deal half the damage you took as psychic damage to them.
Necklace: You can cast one the following spells and regain use when you finish a long rest. Black tentacles, hunger of Hadar, or summon aberration.
Ghost Rune-11th level
Passive: You can pass through creatures and objects as though they were difficult terrain. You take 1d10 force damage if you end your turn inside a creature or object
Headwear: You can see into the ethereal plane out to 60ft. Additionally, you can cast blink as a bonus action. Once you cast it in this way, you can’t do so again until you finish a short or long rest.
Necklace: As an action you can let out a horrid wail. Each creature within 30ft of you must make a wisdom saving throw or become frightened until the end of your next turn. If a creature fails the save by 5 or more, it takes 4d6 psychic damage and is incapacitated as long as it is frightened from this rune. A creature that succeeds on this saving throw is immune for the next 24 hours.
Gravity Rune
Passive: As a reaction to being pushed or knocked prone, you can use your reaction to prevent doing so.
Weapon: You can alter the weight of your weapon that this rune is inscribed on. You can add or remove the heavy or light properties to a weapon, but you can’t change a heavy weapon to a light weapon.
Boots: As an action you can force each creature within 10ft of you to make a strength saving throw or fall prone as powerful gravity pushes them to the ground.
Growth Rune-3rd level
Passive: You count as one size larger when determining your carrying capacity and how much you can push or pull. Additionally, your reach with melee weapons and touch spells increases by 5ft.
Belt: You can cast enlarge/reduce on yourself at will selecting only enlarge.
Weapon: Once per turn you can temporarily grow your weapon when you strike a creature. That creature takes an additional 1d10 damage of the weapons type.
Inferno Rune
Passive: You have resistance to fire damage.
Weapon: Once per turn when you hit a creature with the weapon you can deal an extra 1d6 fire damage.
Necklace: As a reaction when a creature within 30ft of you takes fire damage, you can increase it by twice your proficiency bonus.
Life Rune-3rd level
Passive: Increase your maximum hit points by 1 per maxim hit dice you have.
Necklace: When a creature within 30ft of you is reduced to 0 hit points, you can use your reaction to swap life totals with the creature. If it would gain more hit points than it’s hit point maximum, it gains the extra as temporary hit points. You then regain 10xyour proficiency bonus minus one hit point. You can use this feature once, and regain use of it when you finish a long rest.
Ring: As a bonus action you can touch one creature, it can immediately make a saving throw against all effects imposing the blinded, deafened, poisoned, or paralyszed conditions, and against any diseases it might be suffering from. It has advantage on this save, but must complete a long rest before you can use this rune on it again.
Light Rune-5th level
Passive: You can cast silent image at will.
Headwear: You can see through any illusions within 60ft of you. Additionally, you have advantage against spells from the illusion and enchantment spell lists.
Wand: You can cast a major image a number of times equal to your proficiency bonus. You regain use of these spells when you finish a long rest.
Lightning Rune
Passive: You have resistance to lightning and thunder damage.
Weapon: When you take the attack action on your turn with a melee weapon, you can extend its reach by 10ft and change the damage type to lightning damage, as whips of lightning jump from your weapon.
Boots: Your movement speed increases by 10ft and when you take lightning damage from a source that has an area of effect, such as a lightning bolt spell, you can use your reaction to teleport to any unoccupied space within that area of the spell.
Magic Rune-3rd level
Passive: Increase one damage roll of any spell you cast by your intelligence modifier.
Wand: Choose 2 cantrips from the wizard spell list. You can cast those cantrips using your Rune save DC and attack modifiers.
Staff: Choose a spell of a level equal to your proficiency bonus from the wizard spell list. You can cast this spell once and regain use of the spell when you finish a long rest.
Magnetism Rune-3rd level
Passive: As an action you can force one creature within 30ft of you that is holding a metal weapon to make a strength saving throw or have it’s weapon pushed or pulled 20ft toward or away from you. Additionally, as a reaction when attacked by a metal weapon, you can use your reaction to impose disadvantage on the attack roll.
Weapon: Once per turn when you strike a creature wearing metal armor, you can force them to make a strength saving throw or be knocked prone.
Armor: When you use your reaction to cause dissaddvange on an attack roll from a metal weapon, and the attack misses, you can use the first ability of this rune to try to push the weapon away.
Nature Rune-5th level
Passive: You can cast plant growth once and regain use when you finish a long rest.
Staff: When you finish a long rest, you can choose one first level spell and one second level spell from the druid spell list. You can cast each of these spells once and regain use when you finish a long rest.
Robes: You ignore difficult terrain or any movement restriction caused by plants and plant based spells. Additionally, you can cast longstrider on yourself once, and regain use when you finish a long rest.
Oblivion Rune-9th level
Passive: You have resistance to necrotic damage.
Ring: You can cast inflict wounds at will.
Weapon: Once per turn when you hit a creature with your weapon, you can force them to make a constitution saving throw or be weakened until the start of your next turn. They deal half damage with strength based attacks and have disadvantage on strength ability checks and saving throws.
Planes Rune-13th level
Passive: You can cast plane shift once per long rest without requiring a material component.
Ring: You have knowledge of any creatures not from your plane of existence within 60ft of you. You know what plane they are from and their location.
Necklace: When on another plane of existence, you can choose to ignore any special properties of that plane from the DMG, such as mechaus forcing average dice rolls.
Protection Rune
Passive: Increase your armor class by 1.
Armor: Reduce damage you take by your proficiency bonus minus 1.
Robes: Your armor class becomes 13 + your intelligence modifier. You also have resistance to force damage.
Psychic Rune-5th level
Passive: You have telepathy out to 30ft
Headwear: You can cast detect thoughts or suggestion three times per long rest.
Necklace: You have resistance to psychic damage and have addange against being charmed or frightened.
Soul Rune-13th level
Passive: You can cast soul cage (XGTE) once and regain use of it when you take a long rest. It does not require the material component and stores the soul in the rune.
Necklace: Increase the duration to until dispelled or until you cast soul trap again.
Ring: You gain an additional option for the soul from soul cage. When you hit with a weapon attack on your turn, you can expend one charge of the soul to deal an additional 2d10 force damage.
Striking Rune
Passive: You have a +2 bonus to damage rolls with weapons.
Weapon: Increase the die size of the weapon by one step. Ie: 1d6 becomes 1d8, 1d12 and 2d6 become 2d8.
Ring: Your unarmed strikes count as simple melee weapons with the finesse and light property and deal 1d6 force damage.
Transportation Rune-11th level
Passive: You can spend 1 minute drawing a rune on the ground to cast teleport. You can’t do this again until you finish a long rest.
Boots: As a bonus action you can teleport up to 10ft to an unoccupied space you can see.
Weapon: When you hit a creature with a weapon attack, you can teleport up to 15ft to an unoccupied space you can see that is within 5ft of another creature.
Water Rune-3rd level
Passive: You can breathe underwater and have a swimming speed equal to your walking speed.
Headwear: You have resistance to cold damage, and your swimming speed is twice your walking speed.
Necklace: You can cast create or destroy water three times, and regain use when you finish a long rest.
Rollback Post to RevisionRollBack
DM: So, you doomed the world by betting on dinosauer races instead of doing a quest.
Players: But we got money! Now we can do whatever we want.
DM: You are all dead, you can't spend your money!
Players: Oh.
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Rune Carver
A wizened sage draws a complex weave in a forgotten language in the air. With one final flourish, he activates it, sending forth a mighty blast of fire toward the charging orcs. Suddenly, a large dragon swoops down from the sky, sending a blast of pure fire onto the skinny mage. After the smoke clears, not only is he unharmed, but is ready to fire a bolt of energy into the dragon.
From across the battlefield, you see a great champion standing amidst the enemy army with their armor glowing with magical power. Blasts of energy, magic barriers, and all forms of magic flow around her; and in the midst of all of it, any foe who dares think that if they can just get close enough, she will fall like a puny mage quickly realizes their fatal folly.
A strange man in a long robe walks out of the forest. The surprised cultists spring forward to take this unexpected new sacrifice, only to have their blades bounce off his skin. With a spin he throws off his cloak to reveal a skin covered in arcane runes, and many of them are glowing, waiting to be released.
All of these are rune carvers, masters of the often forgotten power that lies in the drawing of magical signs and symbols. While often mistaken for wizards, they do not use verbal words to invoke their magic, relying on communicating to the weave through different languages of power.
Seekers of knowledge
Many ancient powers and civilizations learned how to use runes. Since their ruins are after filled with dangerous monsters and traps, many rune carvers seem to join up with adventuring parties with the hope of delving deep into these ancient sources of knowledge.
A different kind of magic
Runes are an ancient form of magic used by giants and dragons. They often overlap onto spells and call upon their effect, but are normally a different form of magic. Since some of the few creatures that know the powers of runes are often ancient and powerful, you might have been involved in a deal or pact to gain these powers.
Class features
Rune Carver Table
Level
Proficiency bonus
Class Features
Sigils Known
Runes Carved
1
+2
Runecasting, Magical knowledge
2
1
2
+2
Temporary rune
2
1
3
+2
Runic Specialty
2
2
4
+2
Ability score increase
3
2
5
+3
Multi-sigil
3
3
6
+3
Runic Specialty Feature
3
3
7
+3
Temporary rune (2 uses)
3
4
8
+3
Ability score increase
3
4
9
+4
Dual Carve
3
5
10
+4
Runic Specialty Feature
4
5
11
+4
Multi-sigil Improvement
4
6
12
+4
Ability score increase
4
6
13
+5
Temporary rune (3 uses)
4
7
14
+5
Runic Specialty feature
4
7
15
+5
Dual Carve improvement
4
8
16
+5
Ability score increase
4
8
17
+6
Multi-sigil Improvement
5
9
18
+6
Temporary rune(4 uses)
5
9
19
+6
Ability score increase
5
10
20
+6
Runic ascension
5
10
As a Rune Carver, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Rune Carver level
Hit Points at 1st Level: 8 + your Constitution modifier
Proficiencies
Armor: Light
Weapons: Simple weapons
Tools: Carpenter’s tools or Smith's Tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Acrobatics, History, Investigation, Nature, or Sleight of Hand.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Magical knowledge
At 1st level you have learned about all kinds of magical spells and inscriptions. You can cast detect magic or identify once and regain use of it on a short or long rest.
Runecasting
sigils
sigils are small runes of power drawn in the air to call upon basic powers. You know two sigils and learn more as you level up in this class as shown in the chart above. You must have at least one free hand to use sigils. You can cast any sigil that takes a bonus action to cast as an action.
Holding sigils
When you take the ready action to hold a rune, it stays drawn in the air until you release it. You must concentrate on it as though concentrating on a spell. You can hold it for up to 1 minute. While you are holding a sigil, you can’t create more sigils. If you can create multiple sigils with one action, you can hold all of them at once.
Runes
Runes are powerful magical inscriptions that can be drawn on a surface to grant power to it. Each rune has a passive effect that is granted when a creature wears or holds the item. Additionally, each rune has an additional effect based on what the rune is drawn onto. You do not have to draw a rune upon an object that grants it additional benefits, but it is probably within your best interest to do so.
Drawing runes
When you finish a long rest you can draw a number of runes onto objects based on the Rune carver chart above. At first level you can draw 1 rune and this number increases as you gain levels in this class. A rune lasts until you draw a new rune that causes you to go over your rune limit, in which case you decide which rune gets replaced. You can draw the same rune multiple times. An object can only have 1 rune at a time.
Additionally, runes that have a level prerequisite require a rune slot that you gained when you could learn that rune. For example, once you reach 7th level you can have 4 runes, but only one of them can be used on a rune that requires you to be 7th level, such as the earth or air runes.
Rune save DC
Your runes are based on your intelligence modifier.
Saving throw DC: 8+Proficiency bonus+intelligence modifier
Attack modifier : Proficiency bonus+intelligence modifier
Temporary Rune
As an action, you can temporarily inscribe a rune on an object you can touch. It only lasts for a number of rounds equal to your proficiency bonus. You can use this feature once per long rest. You can only have one of these special runes at a time.
This rune counts as if you have just gained this slot for the purpose of having limits on higher level runes.
You can use this feature additional times as you gain levels in this class. It increases to 2 uses per long rest at 7th level, 3 uses at 13th level, and 4 uses 18th level.
Runic specialty
At 3rd level you specialize in one form of runes. You can choose from Mystic, Runic Knight, or Tattooist. Your choice grants you features at 3rd, 6th, 10th, and 14th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Multi Sigil
At 5th level you learn how to combine multiple sigils into a single action. When you use a sigil as an action you can simultaneously use another sigil that uses an action or a bonus action as part of the same action. You can use the same sigil multiple times.
At 11th level you can use 3 sigils in one action and at 17th level you can use 4 sigils in one action.
Dual Carve
At 9th level you can carve two runes into one object, instead of only one. You can only do this to one object. At 15th level you can carve 3 runes into one object and 2 runes into another object.
Runic Ascension
At 20th level, you learn how to quickly carve runes of massive power. As an action, you can cast Symbol or Glyph of Warding at 8th level. You do not require the material component. You can store any wizard spell of 8th level or lower into your glyph of warding that takes an action to cast. You can choose to become immune to the effects of the spell. You can’t do so again till you finish a long rest.
Subclasses
Runic specialties
Mystic
Mystics are seekers of forgotten knowledge, ancient sages, and powerful magic users. Instead of trying to expand upon their skill and powers, they focus on what really matters: their runes. The most scholarly of rune carvers, Mystics are always looking for a new way to invoke their power.
Bonus Sigils
At 3rd level, when you choose this specialization, you learn one additional sigil of your choice.
Runic Warding
At 3rd level you have learned how to invoke protective power into your runes. For each rune you are wearing when you finish a long rest you gain 3 temporary hit points. Runes that you carve during this long rest count toward this bonus. You lose these temporary hit points if the rune is ever removed from you.
Rune Walker
At 6th level you learn how to better understand and manipulate runes. You no longer trigger any glyphs, symbols, or other kind of magical trap that draws runes, at the DMs discretion.
Enhanced sigils
At 6th level, once per turn when you deal damage with a sigil, you can increase the damage by your intelligence modifier.
Glyph magic
At 10th level you learn how to use other forms of rune magic. When you finish a long rest you can cast Glyph of Warding once as an action. This special glyph lasts until the end of your next long rest. It does not require the material components, and it can be moved more than 10ft from the casting location. You can store any wizard spell of 3rd level or lower into the glyph that takes an action to cast, or choose explosive glyph.
One with the magic
At 14th level you learn how to become one with your runes. As an action you can surround yourself with a swirling spiral of magical drawings for the next minute. You gain the following benefits:
You can use this feature once, and regain use when you finish a long rest.
Runic Knight
Runic knights seek to blend arcane runes with fighting prowess to become the greatest warrior. They can summon blasts of lighting to destroy foes while they chop down the latest fool who dares challenge them.
Battle training
At 3rd level when you choose this specialization, you gain proficiency with medium armor, shields, and martial weapons. Additionally when you have a rune on your weapon, you can cast sigils even if your hands are full due to that weapon.
Battle runes
At 3rd level you learn to better inscribe runes into your weapons and armor. You can inscribe a Protection rune into your armor or a Striking rune into your weapon. Doing so does not count against the maximum number of runes you can inscribe and does not count against the maximum runes on that object. Additionally, when you inscribe a rune into a weapon, you can use intelligence for attack and damage rolls with that weapon, instead of strength or dexterity.
Extra attack
Once you reach 6th level, when you take the attack action you can make 2 attacks instead of one. You can replace one of these attacks with a sigil.
Infuse Allies
At 10th level you can temporarily infuse your allies with magic runes. As a bonus action you can choose up to four creatures that you can see within 30ft of you. Choose one of the following effects for each creature. You can’t choose the same one multiple times. These effects last for 1 minute.
Once you use this feature, you can’t do so again until you finish a long rest.
Mark of retribution
At 14th level you learn how to quickly draw an arcane mark upon a creature that dares strike you. As a reaction when a creature within 60ft of you hits you with an attack you can mark them until the end of your next turn. You have advantage on attacks made against them and you deal an additional 3d6 damage on weapon attacks against them. You can use this feature a number of times equal to your intelligence modifier (minimum once) and regain all uses when you finish a long rest.
Tattooist
Tattooists are masters of a strange skill, the power of drawing powerful runes upon one's own body to enhance it. As their skill progresses, they learn to draw some of these runes upon others, willing and unwilling alike.
Inscribe the body
At 3rd level when you choose this specialization, you learn how to inscribe runes into your body. What benefits the rune grants you is based on where you put it. You can only have one rune on each part of your body, as shown in the chart below. If an item is not listed on the chart, you can’t inscribe it onto your body. At later levels when you gain the dual carve feature, you can choose parts of your body that can hold more than one runes, treating them as items.
Item
Area of body
Armor/Robes*
Chest
Weapon
Hands
Necklace
Neck
Ring
Finger
Headwear
Forehead
Boots
Feet
*You choose which one you gain the benefits for
Battle runes
At 3rd level you can draw powerful, battle enhancing runes on your body. When you finish a long rest you may draw a rune of protection on your chest or a rune of striking on your hands and fingers. This rune does not count against the maximum number of runes you can have. You gain both the benefits of these runes, such as a rune of striking will make your hands weapons, and will also increase the die size of those weapons. If you draw one of these runes on yourself with your normal rune drawing feature, you will still gain both the benefits.
Infused Body
At 6th level you can empower your sigils by using the runes on your body. When you cast a sigil that makes a ranged attack roll, you can change the attack to a melee touch attack. You get one of the following special bonus for some of your sigils when you make a melee touch attack with a sigil.
You can only gain one of these special benefits per turn.
Rune upon you
At 10th level you can draw runes upon other creatures' skin. When you finish a long rest you can draw one rune that does not have a level prerequisite on the skin of another creature, using the same rules as your inscribe upon the body feature. This rune follows the normal rules for drawing runes, but is separated from your maximum number of runes drawn.
Additionally, you can craft magic tattoos (tashas cauldron of everything) at half the normal cost and time.
Forced power
At 14th level, you have unlocked the power to draw runes of power upon your foes to destroy them. As an action you can draw a destroying elemental rune on one creature you touch. At the start of each of it’s turns, it takes 6d6 force damage and makes a constitution saving throw. On a failed save it is stunned until the start of it’s next turn. On a successful save it ends the effect. You can use this ability once, and regain use when you finish a short or long rest.
Sigils
Sigils
Sigils are words of power in writing that can be invoked to create powerful magical effects.
Barrier
As an action you can create a 1 inch thick, 10ft tall by 10 feet wide wall at a point within 5ft of you that lasts until the end of your next turn. The wall has 10 hit points and uses your AC and saving throws. If it would provide cover from a damaging effect or attack and the damaging effect or attack would destroy the wall, then the creature gaining cover saves against the damage or is attacked as normal, but they only are affected by the remaining damage. If you use this sigil multiple times as one action, you can add the hitpoints together to make one stronger wall.
Calm
As an action you can choose one creature within 60ft of you. That creature must make a charisma saving throw or be unable to attack you until the start of your next turn or until it takes damage.
Death
As an action you can make a melee rune attack against a creature you can touch. If you hit it takes 1d8 necrotic damage. The next time it regains hit points until the end of your next turn it instead takes that much necrotic damage as the healing is corrupted.
Fear
As an action you can cause one creature with 30ft of you to make a wisdom saving throw. On a failed save it is frightened of you until the end of your next turn.
Flame
As an action you can fire a bolt of flame at one creature within 60ft of you. Make a ranged rune attack roll against it. On a hit it takes 1d6 fire damage and the next time it takes fire damage until the end of your next turn, it takes an additional 1d4 fire damage. It can only take this extra damage once per turn.
Force
As an action you can release a blast of force around you. Each creature within 5ft of you must make a strength saving throw or take 1d6 force damage and be pushed 10ft away from you.
Frost
As an action you can summon a freezing gale. Choose a point within 30ft of you, each creature within 5ft of that point must make a constitution saving throw or take 1d6 cold damage and have disadvantage on it’s next attack roll.
Healing
As an action you can heal a creature's recent wounds that you touch. The creature regains 1d6 hit points that it lost since the end of it’s last turn.
Mind
As an action you can send a psychic spike at a creature within 90ft of you. It must succeed on an intelligence saving throw or take 1d4 psychic damage and take an additional 1d4 psychic damage each time it hits with an attack until the start of your next turn.
Power
As an action you can fire a beam of pure energy at a creature you can see within 60ft of you. Make a ranged rune attack against it, on a hit it takes 1d10 force damage.
Prophecy
As an action you can foretell good or bad fortune for one creature you can see within 60ft of you. It has advantage or disadvantage (your choice) on it’s next attack roll, ability check, or saving throw that it makes.
Shadow
As a bonus action you can shroud yourself in shadow. You can take the hide action as the same bonus action you used to draw this. You can use your intelligence instead of your dexterity for this stealth check.
Speed
As a bonus action you can increase your movement speed by 5ft until the end of your next turn.
Storm
As an action you can summon a storm cloud at a point you can see within 60ft of you. Until the end of your next turn the area within 5ft of that point is lightly obscured and any creature that starts or ends it’s turn inside takes 1d4 lightning damage.
Strength
As a bonus action you can swap your strength and intelligence ability scores until the start of your next turn.
Warding
As a bonus action you can choose one damage type. Until the start of your next turn whenever you take damage of that type, you take 1d4 less damage.
Wind
As an action you can summon a gust of wind in front of you. Each creature within a 5ft wide, 15ft long line extending from you must succeed on a strength saving throw or be pushed 10ft away from you or be knocked prone(your choice).
Runes
When you inscribe a rune into an object, any creature that is holding or wearing the object gains the benefits of it, but any abilities that use a rest to regain use is still used up for all creatures using that specific rune until someone rests with it. You must be holding a weapon, wand, or staff to use the rune.
However, anytime it calls for your intelligence modifier or proficiency bonus it is the Rune Carver’s intelligence modifier or proficiency bonus, not the creature using it.
Spells you cast with a rune use the Rune save DC and Attack bonus of the rune carver. They use the rune carver’s intelligence modifier as the spellcasting ability modifier.
However, when a rune says that you do something or you gain a benefit, it is the user of the rune, not the rune carver. A creature can only benefit from the same rune once at the same time unless otherwise noted.
Spells cast with runes do not require any components that are not material components with a gp cost. Runes may have level requirements, you must be that level in this class to learn that rune.
Air Rune-7th level
Passive: As a reaction when you take falling damage, you can reduce the amount take by five times your rune carver level. Additionally, you are immune to difficult terrain caused by wind.
Boots: As an action you can transform your remaining movement speed into a flying speed until the end of your next turn.
Necklace: As a reaction when a creature within 30ft of you is hit with a ranged weapon attack, you can cause the attack to instead hit another creature within 5ft of the first creature or cause it to miss.
Arcane Rune-9th level
Passive: You can cast magic circle or dispel magic at 4th level once per long rest without expending a spell slot.
Staff: You can cast dispel evil and good or banishment once per long rest.
Ring: You can cast protection from evil and good on yourself a number of times each long rest equal to your proficiency bonus. You do not need to concentrate on these castings.
Barrier Rune-13th level
Passive: You can cast wall of force once and regain use when you finish a long rest.
Armor: You can pass through any magical wall or barrier as if it was not there. You still take damage if it causes it, but you ignore any restrictions on movement. For example,you could walk through a wall of thorns at your normal movement speed, but you still take the damage.
Ring: Any creature of your choice that touches a wall or hits it with a melee attack you create takes 3d10 force damage and is pushed 10ft away from the wall. This happens after any effects of the attack are resolved. The wall must totally block movement ( such as wall of ice or barrier sigil) and not just deal damage or restrict creatures movement ( wall of fire or wall of thorns)
Blizzard Rune
Passive: You have resistance to cold damage.
Armor: Creatures of your choice that start their turn within 5ft of you take cold damage equal to your intelligence modifier.
Boots: You ignore difficult terrain caused by ice or snow, and creatures that start their turn within 5ft of you have their movement speed reduced by 5 x your proficiency bonus feet until the start of your next turn.
Creation Rune-5th level
Passive: As an action you can create one tiny object of your choice. It lasts for one hour or until you use this feature again. It is covered in runes and is slightly transparent.
Armor: When you would take damage you can use your reaction to create a wall in front of you. You use the barrier sigil as this reaction.
Ring: The objects you create can now be small and you can have up to 3 at a time. Weapons you create are magical and have +1 to attack and damage rolls.
Destruction Rune-5th level
Passive: Once on your turn you can increase any damage roll made by you by 1d8.
Headwear: You can cast Fireball or lightning bolt once and regain use when you finish a long rest. The spell is cast at a level equal to your proficiency bonus.
Weapon: When you hit a creature with an attack roll, you can cause great destruction upon their body. Roll (proficiency bonus plus 1)d8 and add them as force damage to the weapons damage roll. You can use this feature once and regain use when you finish a short or long rest.
Distortion Rune-5th level
Passive: You can cast Haste or slow once per long rest.
Boots: When you cast a haste spell on yourself, it does not require concentration.
Ring: During downtime when craft, researching, or performing any task that does not require others, you can do 2 hours of work in one hour. You can do this for up to 3 hours each day (doing 6 hours of work).
Divine Rune-17th level
Passive: You can cast heal and harm each once, and regain use when you finish a long rest.
Armor: You gain resistance to bludgeoning, piercing, and slashing from non magical weapons.
Necklace: You can call down divine fire to smite your foes. You may cast flame strike three times, and regain use when you finish a long rest.
Dragon Rune-7th level
Passive: Choose one damage type from the following options when this rune is inscribed. acid, cold, fire, lighting, or poison. You have resistance to that damage type. As a reaction when you take damage of another type on that list, you can change to that damage type after you take the damage.
Armor: You radiate an aura of fear as a bonus action. Each creature within 10ft of
you must make a wisdom saving throw or become frightened of you until the end of your next turn. A creature that succeeds on this saving throw is immune to this effect for the next 24 hours.
Necklace: You can breathe elemental power as an action. Each creature in a 15ft cone extending from you must make a dexterity saving throw or take (proficiency bonus)d6 damage of the type you are resistant to from this rune.
Earth Rune-7th level
Passive: You have a burrowing speed equal to half your walking speed.
Armor: As a reaction when you take damage, you may choose to gain resistance to all damage until the end of your next turn. While you are affected by this your speed is 0 and you can't take any actions or bonus actions.
Ring: You can cast one of the following spells and regain use when you finish a
long rest. Erupting earth, Meld with stone, or Stone shape.
Eldritch Rune-7th level
Passive: You may use your action to make a grapple check against one creature within 30ft of you. You can use your intelligence modifier+proficiency bonus for this check. You may only have one creature grappled in this way at a time.
Armor: As a reaction when you take damage from a creature within 30ft of you, you can deal half the damage you took as psychic damage to them.
Necklace: You can cast one the following spells and regain use when you finish a long rest. Black tentacles, hunger of Hadar, or summon aberration.
Ghost Rune-11th level
Passive: You can pass through creatures and objects as though they were difficult terrain. You take 1d10 force damage if you end your turn inside a creature or object
Headwear: You can see into the ethereal plane out to 60ft. Additionally, you can cast blink as a bonus action. Once you cast it in this way, you can’t do so again until you finish a short or long rest.
Necklace: As an action you can let out a horrid wail. Each creature within 30ft of you must make a wisdom saving throw or become frightened until the end of your next turn. If a creature fails the save by 5 or more, it takes 4d6 psychic damage and is incapacitated as long as it is frightened from this rune. A creature that succeeds on this saving throw is immune for the next 24 hours.
Gravity Rune
Passive: As a reaction to being pushed or knocked prone, you can use your reaction to prevent doing so.
Weapon: You can alter the weight of your weapon that this rune is inscribed on. You can add or remove the heavy or light properties to a weapon, but you can’t change a heavy weapon to a light weapon.
Boots: As an action you can force each creature within 10ft of you to make a strength saving throw or fall prone as powerful gravity pushes them to the ground.
Growth Rune-3rd level
Passive: You count as one size larger when determining your carrying capacity and how much you can push or pull. Additionally, your reach with melee weapons and touch spells increases by 5ft.
Belt: You can cast enlarge/reduce on yourself at will selecting only enlarge.
Weapon: Once per turn you can temporarily grow your weapon when you strike a creature. That creature takes an additional 1d10 damage of the weapons type.
Inferno Rune
Passive: You have resistance to fire damage.
Weapon: Once per turn when you hit a creature with the weapon you can deal an extra 1d6 fire damage.
Necklace: As a reaction when a creature within 30ft of you takes fire damage, you can increase it by twice your proficiency bonus.
Life Rune-3rd level
Passive: Increase your maximum hit points by 1 per maxim hit dice you have.
Necklace: When a creature within 30ft of you is reduced to 0 hit points, you can use your reaction to swap life totals with the creature. If it would gain more hit points than it’s hit point maximum, it gains the extra as temporary hit points. You then regain 10xyour proficiency bonus minus one hit point. You can use this feature once, and regain use of it when you finish a long rest.
Ring: As a bonus action you can touch one creature, it can immediately make a saving throw against all effects imposing the blinded, deafened, poisoned, or paralyszed conditions, and against any diseases it might be suffering from. It has advantage on this save, but must complete a long rest before you can use this rune on it again.
Light Rune-5th level
Passive: You can cast silent image at will.
Headwear: You can see through any illusions within 60ft of you. Additionally, you have advantage against spells from the illusion and enchantment spell lists.
Wand: You can cast a major image a number of times equal to your proficiency bonus. You regain use of these spells when you finish a long rest.
Lightning Rune
Passive: You have resistance to lightning and thunder damage.
Weapon: When you take the attack action on your turn with a melee weapon, you can extend its reach by 10ft and change the damage type to lightning damage, as whips of lightning jump from your weapon.
Boots: Your movement speed increases by 10ft and when you take lightning damage from a source that has an area of effect, such as a lightning bolt spell, you can use your reaction to teleport to any unoccupied space within that area of the spell.
Magic Rune-3rd level
Passive: Increase one damage roll of any spell you cast by your intelligence modifier.
Wand: Choose 2 cantrips from the wizard spell list. You can cast those cantrips using your Rune save DC and attack modifiers.
Staff: Choose a spell of a level equal to your proficiency bonus from the wizard spell list. You can cast this spell once and regain use of the spell when you finish a long rest.
Magnetism Rune-3rd level
Passive: As an action you can force one creature within 30ft of you that is holding a metal weapon to make a strength saving throw or have it’s weapon pushed or pulled 20ft toward or away from you. Additionally, as a reaction when attacked by a metal weapon, you can use your reaction to impose disadvantage on the attack roll.
Weapon: Once per turn when you strike a creature wearing metal armor, you can force them to make a strength saving throw or be knocked prone.
Armor: When you use your reaction to cause dissaddvange on an attack roll from a metal weapon, and the attack misses, you can use the first ability of this rune to try to push the weapon away.
Nature Rune-5th level
Passive: You can cast plant growth once and regain use when you finish a long rest.
Staff: When you finish a long rest, you can choose one first level spell and one second level spell from the druid spell list. You can cast each of these spells once and regain use when you finish a long rest.
Robes: You ignore difficult terrain or any movement restriction caused by plants and plant based spells. Additionally, you can cast longstrider on yourself once, and regain use when you finish a long rest.
Oblivion Rune-9th level
Passive: You have resistance to necrotic damage.
Ring: You can cast inflict wounds at will.
Weapon: Once per turn when you hit a creature with your weapon, you can force them to make a constitution saving throw or be weakened until the start of your next turn. They deal half damage with strength based attacks and have disadvantage on strength ability checks and saving throws.
Planes Rune-13th level
Passive: You can cast plane shift once per long rest without requiring a material component.
Ring: You have knowledge of any creatures not from your plane of existence within 60ft of you. You know what plane they are from and their location.
Necklace: When on another plane of existence, you can choose to ignore any special properties of that plane from the DMG, such as mechaus forcing average dice rolls.
Protection Rune
Passive: Increase your armor class by 1.
Armor: Reduce damage you take by your proficiency bonus minus 1.
Robes: Your armor class becomes 13 + your intelligence modifier. You also have resistance to force damage.
Psychic Rune-5th level
Passive: You have telepathy out to 30ft
Headwear: You can cast detect thoughts or suggestion three times per long rest.
Necklace: You have resistance to psychic damage and have addange against being charmed or frightened.
Soul Rune-13th level
Passive: You can cast soul cage (XGTE) once and regain use of it when you take a long rest. It does not require the material component and stores the soul in the rune.
Necklace: Increase the duration to until dispelled or until you cast soul trap again.
Ring: You gain an additional option for the soul from soul cage. When you hit with a weapon attack on your turn, you can expend one charge of the soul to deal an additional 2d10 force damage.
Striking Rune
Passive: You have a +2 bonus to damage rolls with weapons.
Weapon: Increase the die size of the weapon by one step. Ie: 1d6 becomes 1d8, 1d12 and 2d6 become 2d8.
Ring: Your unarmed strikes count as simple melee weapons with the finesse and light property and deal 1d6 force damage.
Transportation Rune-11th level
Passive: You can spend 1 minute drawing a rune on the ground to cast teleport. You can’t do this again until you finish a long rest.
Boots: As a bonus action you can teleport up to 10ft to an unoccupied space you can see.
Weapon: When you hit a creature with a weapon attack, you can teleport up to 15ft to an unoccupied space you can see that is within 5ft of another creature.
Water Rune-3rd level
Passive: You can breathe underwater and have a swimming speed equal to your walking speed.
Headwear: You have resistance to cold damage, and your swimming speed is twice your walking speed.
Necklace: You can cast create or destroy water three times, and regain use when you finish a long rest.
DM: So, you doomed the world by betting on dinosauer races instead of doing a quest.
Players: But we got money! Now we can do whatever we want.
DM: You are all dead, you can't spend your money!
Players: Oh.