Ranger
Base Class: Ranger

Runewarden's dedicate themselves to the preserval of history through the ancient practices of runecraft. Many Runewarden's seek out ancient tombs and dungeons, looking to discover ancient relics from times long passed. Through the study of these archaic hyroglyphics and sigils, a Runewarden can teach themselves and others the arcane power of the elder dialects of creatures and civilizations. Many Runewardens find work as archeologists and anthropoligists, where as others spend their days scouring manuscripts in libraries. Whatever their proffesion, those in the presence of this archetype can rest assured knowing that whatever strange lands they land in, there is someone who knows the local language and customs, or at very least is confident in rooting out where to find such information. 

Script Savant

At 3rd level, you gain additional proficiences based on this subclass. You gain proficiency with Calligrapher's Supplies, the Arcana skill, and you gain two langauges of your choice from the following: Celestial, Draconic, Dwarven, Elven, Giant or Infernal. 

Runewarden Magic

Starting at 3rd level, you learn the magic stone cantrip if you don't already know it. When you cast it, runes of old glow as if they have been carved into the rocks used in its casting.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Runewarden Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of spells you know. 

Ranger Level Spells
3rd Magic Stone, Identify
5th Branding Smite
9th Glyph of Warding, Magic Circle
13th Death Ward
17th Teleportation Circle

 

 

 

Runecarver

At 3rd level, you can use magic to enhance your gear. You gain two runes of your choice, from among the runes described below. Each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach additional levels in this class, you gain the ability to use additional runes, as shown in the runes known table. 

Runes Known

Ranger

Level

Number of Runes
3rd 2
7th 3
11th 4
15th 5

 

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelery, or something else you can wear or hold in your hand. Your rune remains on an object until you finish a long rest, and an object can bear only one rune at a time. In addition, you can invoke a rune by saying its name aloud and channeling the raw power of it. Once a runes power has been invoked, you cannot invoke it again until you finish a long rest.  

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a a saving throw, your Rune Magic save DC equals 8 + your proficency bonus + your Wisdom modifier. 

 

 

Baator Rune (11th Level)

This rune carries the desires of the Nine Hells and its sinister inhabitants, allowing you their deceitfulness and subjugation. While wearing or carrying this rune, you gain proficiency with Deception (Charisma) and Persuasion (Charisma) checks, as well as 120 ft. of hellish Darkvision, allowing you to see through magical darkness. 

As an action, you can invoke this rune as a bonus action to channel the fury of infernal rage. For the next minute, whenever you make a weapon attack that deals bludgeoning, piercing, or slashing damage, your weapon flares with intense heat, dealing an additional 2d8 fire damage. When a creature takes this fire damage, they must make a Constitution saving throw, or become branded with this rune for the next 24 hours. While branded in this way, all attack rolls and ability checks made against you by a branded creature are made at disadvantage, and as long as you remain on the same plane of existence, you know their exact location. Once per hour, or any time a branded creature is subjected to cold damage, they can make an additional saving throw, breaking the brand upon a success. 

Dethek Rune

 This rune carries the craftmanship of the Dwarves, allowing you to perfect the sanctity of creation. While wearing or carrying this rune, you becomes proficient with Smith's Tools, Mason's Tools, and Brewer's Supplies, and your proficiency bonus doubles for any ability checks while using an artisan tool. 

In addition, you can invoke this rune as a bonus action to gain the hardiness of the Dwarves. For the next hour, you gain temporary hit points equal to twice your level in this class, as well as advantage on saving throws against being poisoned, and resistance against poison damage. 

Espruar Rune

This rune carries the cunningness of the Elves, allowing you to become swift and graceful. While wearing or carrying this rune, you gain advantage on all Stealth(Dexterity) and Sleight of Hand(Dexterity) checks. 

In addition, as an action you can invoke this rune to become one with the shadows. For the next minute, you become invisible, making any rolls to attack or perceive you to be done at disadvantage. You remain invisible as long as you are concentrating on this rune, or until you make an attack or cast a spell. Any creature with Truesight or similar abilities can still perceive you while this rune is active. 

Frahr Rune (7th level)

This rune carries the raw power of the Dragons, allowing you to become a danger to behold. While wearing or carrying this rune, you gain resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Poison. Whenever you complete a short or long rest, you can switch out the resistance of this rune with one of the other choices that this rune carries. 

In addition, as an action you can activate this rune to harness the fumes of a dragon's breath. On this turn and for the next minute,  you can substitute one of your attacks with a breath weapon attack, dealing the damage type your rune is currently attuned to. This attack deals 3d8 of your currently attuned damage type in a 30 ft. cone. Any creature in this cone must make a Dexterity saving throw using your Rune Save DC, dealing half damage upon a success, or full damage on a fail. 

Maguš Rune (15th level)

This rune is one having been lost to the ages. A rune that carries pure knowledge and power, allowing you to become one with the very ebb and flow of magic that these mystic words carry. While wearing or carrying this rune, you can choose one spell from any class list and add it to your list of spells. The spell you choose must be of a level you can cast, as shown on the Ranger table. This spell counts as a ranger spell for you and is always prepared, and does not count against the number of spells you can prepare a day. You can cast this spell once without expending a spell slot. Once you cast this spell in this way, you cant cast it again until you finish a long rest. Whenever you finish a long rest, you can substitute this spell for any other spell, so long as it is of a spell slot that you can cast.

As an action, you can invoke this rune to harness the knowledge of the ages, tapping into the weave of magic that all arcane casters have ever used. You gain access to a special attack called Aether Rend. As an action, raw, destructive energy forming a line 100 feet long and 5 feet wide blasts out from you in a direction of your choice. Each creature in the line must make a Dexterity saving throw against your Rune Magic DC. A creature takes 12d12 force damage on a failed save, or half as much damage on a successful one. The beam lasts for the duration, or until you lose concentration. While active, a creature takes this damage when it enters the beam for the first time or when it ends its turn within 5 feet of the beam. On subsequent turns, you can use your action to move the beam up to 15 feet in any direction, and any creature swept by the beam must make a Dexterity saving throw against it. Each turn after the first that this beam remains active, you take 6d12 necrotic damage, with an additional 1d12 necrotic damage per round, as the raw magic begins to destroy your very being. This damage overcomes any resistances or immunities you may have and cannot be reduced in any way. When the duration of the attack is up, or you lose concentration on it, you are swept with a wave of lethargy, and you cannot move or take actions until your next turn. Once this attack has been made, you cannot make it again until you finish a long rest.  

Trinitas Rune (11th Level)

This rune carries the divine radiance of the upper planes and its celestial inhabitants, allowing you to become angelic and pure. While wearing or carrying this rune, your very touch becomes restorative. As an action, you can roll up to three of your own hit die to touch a creature and heal it for the amount rolled. Alternatively, you can spend three hit die to end an effect that would make a creature charmed or frightened. 

As an action, you can invoke this rune to become a being of ethereal light, as radiant wings sprout from your back and pools of light drip from your eyes. For the next 10 minutes, you gain a fly speed equal to your walking speed, and you glow a bright light for a 30 ft. radius, and a dim light for an additional 30 ft. In addition to becoming seraphic, you can harness your healing hands to lay seige to unholy beings. Any time you make a melee attack against an abberation, fiend, or undead, you can roll up to three of your own hit die, and deal radiant damage equal to the amount rolled. 

Uruz Rune

This rune carries the strength of the Giants, allowing you to gain control of their size and potential. While wearing or carrying this rune, you gain advantage on all Athletics(Strength) checks, and you cannot be knocked prone. 

In addition, you can invoke this rune as a bonus action to temporarily grow in size. For the next minute, your size increases by one category, as does anything you are carrying or wearing. If you lack the space to grow your full size, you grow to the maximum size possible in in the space available. Additionally, you gain advantage on all Strength checks and saving throws, and all melee attacks deal an additional 1d6 of the damage type of your weapon. 

Sigil Saber

At 7th-level, you learn to invoke your rune magic to fight against other worldly threats. As a bonus action, you can conjure a blade of pure force, made up of the many sigils that you have learned. The blade is similar in size to a longsword, and it lasts for one minute, or until you lose concentration. If you let go of the blade it disappears, but you can invoke the blade again as a bonus action, so long that you are still maintaining concentration.

As an action, you can make a melee spell attack on a creature within 10 ft. of you with this glowing saber. On a hit, the target takes 2d12 + INT force damage for each rune that you currently know. Additionally, if you know a creatures true name, you can speak it as apart of the attack to gain advantage on your attack roll against them. This arcane saber sheds bright light in a 15-foot radius, and dim light for an additional 15 feet.

Once you have used this feature, you cannot use it again until you finish a short or long rest. 

Accumilating Glyphs

Your mastery over runes has turned you into an aegis of power. At 11th level, you can now invoke a rune twice instead of once, and you now regain all rune invocations upon a short or long rest. 

Additionally, you can now store other's magic into your runes. Any time you are the subject of a damaging spell, you can use your reaction to harness a bit of its destructiveness. You gain a number of charges equal to half the spell level (a minimum of 1) that was cast against you, up to a number of charges equal to your level in this class. Whenever you cast a spell or invoke a rune that deals damage, you can spend a number of these charges equal to your Wisdom modifier to deal an additional die worth of damage. Alternatively, any time while these runes are charged, you can use a reaction to reduce damage to yourself or any creature within 5 feet by 1d8 per charges spent. 

These runes remained charged until you finish your next long rest, at which point the excess magic dissipates into the ether and you lose all charges gained. 

Essence of Erilaz

Beginning at 15th-level, your practice of these ancient scripts have turned you into a beacon of symbols. 

As an action, you can cause Glyphs to glow a prism of colors all over your body, and for the next minute you gain the following features: 

  • You gain advantage against all saving throws against spells and other magical effects
  • Your Rune and Spell Save DC increases by 2
  • Any time you would expend a spell slot to cast a spell, it counts as one level higher than the spell slot spent to cast it.

At the end of this minute, your body becomes lethargic and weak from the immense power channeled through it, and you immediately gain a level of exhaustion. Once this feature has been used, it cannot be used again until you finish a long rest. 

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