Base Class: Blood Hunter
Rooted in the ancient mysticism of giant-kin, the Order of the Runecaster delves into the forgotten art of runic magic. Drawing from the raw energy of their own vitality coupled with these esoteric primordial symbols, these blood hunters carve their will into reality, wielding the power of runes to shape destinies and defy the limitations. Embracing a legacy shrouded in mystery, they stand as guardians of forgotten knowledge, harnessing the might of ancient runes to hunt down the shadows that threaten to consume the world.
Runic Magic
3rd-level Runecaster feature
Also at 3rd level, you augment your combat techniques with runic magic, an ancient form of spellcraft created by giant-kin.
Spell Slots. The Runecaster Magic table shows how many spell slots you have. The table also shows what the level of those slots are; all of your spell slots are the same level. The Order of the Runecaster subclass does not grant known spells. Instead, you can expend your spell slots to empower runes. You regain all expended spell slots when you finish a short or long rest.
*Note* The Runecaster uses the Pact Magic system for determining spell slots. If your blood hunter is part of the Order of the Runecaster and also has warlock levels, add one-third of your blood hunter levels (rounded down) to your warlock level and consult the warlock progression table for total spell slots and spell slot level.
Runes. You learn the basics of scribing runes. You learn one rune of your choice (see "Runes" below). When you gain certain blood hunter levels, you learn additional runes of your choice, as shown in the Runes Known column of the Runecaster Magic table. Additional runes can be created and added to the list of runes you can learn at your DM’s discretion.
You can use the minor properties of a rune you know at will. Additionally, each rune has two major properties, a Runic Brand and a Runic Curse. You must expend a spell slot of 1st-level or higher to use a major property. Doing so will determine the strength of the Runic Brand or Runic Curse being used.
Scribing a rune requires at least one free hand to perform the somatic components of the rune's creation. If you have an ability that allows you to ignore the somatic components of spellcasting, you can apply that feature to the creation of a rune as if it was a spell. Runes with a duration can be dispelled with Dispel Magic, and are treated as a spell with a level equal to half your blood hunter level (maximum 9th level).
Spellcasting Ability. Intelligence is your spellcasting ability for your runes, so you use your Intelligence whenever a rune refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a rune you scribe.
Rune save DC = 8 + your proficiency bonus + your Intelligence modifier
| BLOOD HUNTER LEVEL | RUNES KNOWN |
SPELL SLOTS |
SLOT LEVEL |
| 3rd | 1 | 1 | 1st |
| 4th | 1 | 1 | 1st |
| 5th | 1 | 1 | 1st |
| 6th | 1 | 2 | 1st |
| 7th | 2 | 2 | 2nd |
| 8th | 2 | 2 | 2nd |
| 9th | 2 | 2 | 2nd |
| 10th | 2 | 2 | 2nd |
| 11th | 3 | 2 | 2nd |
| 12th | 3 | 2 | 2nd |
| 13th | 3 | 2 | 3rd |
| 14th | 3 | 2 | 3rd |
| 15th | 4 | 2 | 3rd |
| 16th | 4 | 2 | 3rd |
| 17th | 4 | 2 | 3rd |
| 18th | 4 | 2 | 3rd |
| 19th | 5 | 2 | 4th |
| 20th | 5 | 2 | 4th |
Arcane Medium
3rd-level Runecaster feature
Also at 3rd level, you've begun your study of the art of rune-scribing. As a runecaster, your understanding of magic is fundamental to your craft. You gain proficiency in Arcana and with one set of artisan’s tools.
Sigilic Augmentation
3rd-level Runecaster feature
Finally at 3rd level, as part of your initiation into the Order of the Runecaster, you underwent a ritual known as the Scribing. This ritual placed the Magere rune, the mage rune, upon your body. This rune has amplified your hemocraft beyond that of a normal blood hunter. You gain an additional use of your Blood Maledict feature. You gain another additional use at 9th level.
Blood Scribe
7th-level Runecaster feature
Starting at 7th level, you are able to replicate the effects of your runes at the cost of your own vitality. You can use a major property of one of your runes without expending a spell slot. If you do, that property is treated as if you expended a 1st-level spell slot to use it and you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.
You can do this a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Runic Font
7th-level Runecaster feature
Also at 7th level, you can use a bonus action and expend a use of your Blood Maledict feature to create an additional spell slot. The spell slot is of a level equal to half your proficiency bonus (rounded down). Any spell slot you create with this feature vanishes when you finish a short rest.
Alternatively, you can use a bonus action and expend a spell slot of 1st-level or higher to regain an expended use of your Blood Maledict feature.
Brand of Ancient Power
11th-level Runecaster feature
Upon reaching 11th level, your Brand of Castigation feature now resembles the ancient runic magic you use, leading to even greater power. Once per turn, when you deal damage to a creature branded by you, you can deal additional force damage to that creature. The additional damage is equal to your blood hunter level.
Glyphic Echo
15th-level Runecaster feature
Starting at 15th level, your mastery of runic magic allows you to leave behind magical echoes of your presence and recall yourself to their position. Once per long rest, you can spend 1 minute creating a Heim rune, the home rune, on a surface (such as a table or a section of floor or wall). The rune can cover an area no larger than 10 feet in diameter. The Heim rune acts as a marker, allowing you and up to five willing creatures within 5 feet of you to instantly teleport back to the location of the rune as an action. The rune remains active for 24 hours or until you create another one, immediately fading away.
Runic Overcharge
18th-level Runecaster feature
Finally, at 18th level, where other blood hunters may learn more powerful blood curses, you have learned to use your hemocraft to overcharge your runic magic, embracing a power reminiscent of the original giant-kin Runecasters. As a bonus action, you can start a Runic Overcharge, which lasts for 1 minute. It ends early if you are incapacitated. You can also end the Runic Overcharge at any time (no action required). For the duration, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Your movement speed is doubled.
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
- Whenever you expend a spell slot to use a Runic Curse, you can treat that spell slot as if it was one level higher, to a maximum of 5th level.
- Once per turn, when you make an attack with a weapon bearing a Runic Brand, you can make an additional attack with that weapon as part of the same action.
Once your Runic Overcharge ends, you suffer one level of exhaustion. You cannot start a Runic Overcharge again until you finish a long rest.
Runes
The Runic Magic feature lets you choose runes at certain levels. The options are presented here in alphabetical order.
Dod Rune (Death)
Grasping an object bearing the Dod rune sends a feeling of impending dread down your spine. The feeling passes after a moment. The Dod rune grants the following properties:
- Grave Warden (Minor Property). You have advantage on death saving throws.
- Withering Touch (Minor Property). As an action, you scribe the Dod rune on the ground at your feet. All non-magical vegetation within a 30-foot radius of the rune withers and dies.
- Runic Brand: The Reaper (Major Property). Over the course of an hour, which can be done during a short rest, you inscribe the Dod rune onto a melee weapon. The weapon gains a ghostly black aura and grants you temporary hit points equal to your Intelligence modifier whenever you reduce a hostile creature to 0 hit points using it. If the spell slot expended to use this property is of 3rd-level or higher, the inscribed weapon gains a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three, unless it is a magic weapon that already has an equal or higher bonus to those rolls. These effects last until you finish a long rest. A weapon can bear only one runic brand at a time.
- Runic Curse: Weakening (Major Property). Whenever you target a creature with a blood curse, you can scribe the Dod rune in the air in their direction as part of the action used to curse them. The creature must succeed on a Constitution saving throw or take poison damage equal to one roll of your hemocraft die plus an additional roll per level of the spell slot expended to use this property. The creature's hit point maximum is reduced by the amount of poison damage taken this way.
Ferd Rune (Journey)
When first grasped, an object bearing the Ferd rune fills you with a sense of wanderlust and adventure. The feelings pass after a moment. The Dod rune grants the following properties:
- Endless Journey (Minor Property). You ignore non-magical difficult terrain, and have a swimming and climbing speed equal to your walking speed.
- Explorer's Intuition (Minor Property). As an action, scribe the Ferd rune onto yourself or another creature you can touch. The creature gains advantage on Wisdom (Survival) checks for 1 hour or until you use this property again.
- Runic Brand: Wanderer (Major Property). Over the course of an hour, which can be done during a short rest, you inscribe the Ferd rune onto a melee or ranged weapon. The weapon gains a ghostly yellow aura, and whenever you score a critical hit with it, you can teleport up to 60 feet to an unoccupied space you can see. If the spell slot expended to use this property is of 3rd-level or higher, the inscribed weapon gains a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three, unless it is a magic weapon that already has an equal or higher bonus to those rolls. These effects last until you finish a long rest. A weapon can bear only one runic brand at a time.
- Runic Curse: Outcast (Major Property). Whenever you target a creature with a blood curse, you can scribe the Ferd rune in the air in their direction as part of the action used to curse them. The creature must succeed on a Charisma saving throw or be turned until the end of your next turn. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Fjell Rune (Mountain)
When first grasped, an object bearing the Fjell rune fills you with a sense of unyielding strength and resiliency. The euphoria quickly fades. The Fjell rune grants the following properties:
- Unnatural Strength (Minor Property). You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Unstoppable Force (Minor Property). As a reaction when you succeed on an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you can scribe the Fjell rune in the air and instead take no damage.
- Runic Brand: Demolitionist (Major Property). Over the course of an hour, which can be done during a short rest, you inscribe the Fjell rune onto a two-handed weapon. The weapon gains a ghostly gray aura and deals double damage to objects, structures, and constructs. If the spell slot expended to use this property is of 3rd-level or higher, the inscribed weapon gains a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three, unless it is a magic weapon that already has an equal or higher bonus to those rolls. These effects last until you finish a long rest. A weapon can bear only one runic brand at a time.
- Runic Curse: Opposition (Major Property). Whenever you target a creature with a blood curse, you can scribe the Fjell rune in the air in their direction as part of the action used to curse them. That creature must succeed on a Charisma saving throw or be unable to move to a space more than 30 feet away from you for 1 minute. Whenever they take damage, they can remake the saving throw, ending the effect on itself on a success.
Haug Rune (Hill)
Grasping an object bearing the Haug rune creates a feeling of steadfastness and connection to the earth around you. The feeling passes as quickly as it comes. The Haug rune grants the following properties:
- Endurance of the Land (Minor Property). Whenever you finish a short rest, reduce your exhaustion level by one.
- Enhanced Vigor (Minor Property). As an action, you scribe the Haug rune on yourself or another creature you can touch. The creature’s hit point maximum and current hit points increase by an amount equal to your blood hunter level. This increase lasts for 1 hour or until you use this property again.
- Runic Brand: Steadfast (Major Property). Over the course of an hour, which can be done during a short rest, you inscribe the Haug rune onto a melee weapon. The weapon gains a ghostly green aura and you treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. If the spell slot expended to use this property is of 3rd-level or higher, the inscribed weapon gains a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three, unless it is a magic weapon that already has an equal or higher bonus to those rolls. These effects last until you finish a long rest. A weapon can bear only one runic brand at a time.
- Runic Curse: Quaking (Major Property). Whenever you target a creature with a blood curse, you can scribe the Haug rune in the air in their direction as part of the action used to curse them. The creature must succeed on a Strength saving throw or be knocked prone.
Ild Rune (Fire)
Grasping an object bearing the Ild rune causes a split second of searing, fiery pain to pass through you. That pain quickly fades, giving way to a warming glow. The Ild rune grants the following properties:
- Flame Tender (Minor Property). As an action, you scribe the Ild rune onto a flammable object. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed. Alternatively, as an action, you touch an open flame and scribe the Ild rune within it with a hand motion. This causes the flame to immediately extinguish. For a large blaze, the fire is extinguished in a 10-foot radius around you.
- High Heat (Minor Property). Your fire attacks are deadlier. Whenever you roll fire damage, you can reroll that damage and use the higher result.
- Runic Brand: Ignition (Major Property). Over the course of an hour, which can be done during a short rest, you inscribe the Ild rune onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly aura of red flame and deals fire damage instead of bludgeoning, piercing, or slashing damage. If the spell slot expended to use this property is of 3rd-level or higher, the inscribed weapon or ammunition gains a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three, unless it is magic ammunition or a magic weapon that already has an equal or higher bonus to those rolls. These effects last until you finish a long rest. A weapon can bear only one runic brand at a time.
- Runic Curse: Scorching (Major Property). Whenever you target a creature with a blood curse, you can scribe the Ild rune in the air in their direction as part of the action used to curse them. That creature takes fire damage equal to one roll of your hemocraft die plus an additional roll per level of the spell slot expended to use this property.
Kalt Rune (Frost)
When first grasped, an object bearing the Kalt rune emits a painful cold that leaves your hand and arm numb. That feeling passes after a moment, allowing the object to be handled normally. The Kalt rune grants the following properties:
- Frigid Artisan (Minor Property). As an action, you scribe the Kalt rune in the air towards an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.
- Icy Mantle (Minor Property). As an action, you scribe the Kalt rune onto yourself or another creature you can touch. Water in the air instantly freezes into a mantle of protective ice that does not hinder movement or action. The next time the creature takes bludgeoning, slashing, or piercing damage from an attack, that damage is reduced to zero and the icy mantle is destroyed. The mantle lasts until destroyed or until you use this property again.
- Runic Brand: Winter (Major Property). Over the course of an hour, which can be done during a short rest, you inscribe the Kalt rune onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly blue aura and deals cold damage instead of bludgeoning, piercing, or slashing damage. If the spell slot expended to use this property is of 3rd-level or higher, the inscribed weapon or ammunition gains a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three, unless it is magic ammunition or a magic weapon that already has an equal or higher bonus to those rolls. These effects last until you finish a long rest. A weapon can bear only one runic brand at a time.
- Runic Curse: Chilling (Major Property). Whenever you target a creature with a blood curse, you can scribe the Kalt rune in the air in their direction as part of the action used to curse them. That creature must make a Constitution saving throw. On a failure, during their next turn, an affected creature must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.
Kong Rune (King)
When first grasped, an object bearing the Kong rune is unnaturally heavy, bearing the weight of authority and responsibility. The weight quickly fades, allowing the object to be handled normally. The Kong rune grants the following properties:
- Monarch’s Mind (Minor Property). You have advantage on saving throws made against being charmed or frightened.
- Ruler’s Presence (Minor Property). As an action, scribe the Kong rune onto yourself or another creature you can touch. The creature gains advantage on Charisma (Intimidation) checks for 1 hour or until you use this property again.
- Runic Brand: Royal (Major Property). Over the course of an hour, which can be done during a short rest, you inscribe the Kong rune onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly golden aura and scores a critical hit on a roll of 19 or 20. If the spell slot expended to use this property is of 3rd-level or higher, the inscribed weapon or ammunition gains a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three, unless it is magic ammunition or a magic weapon that already has an equal or higher bonus to those rolls. These effects last until you finish a long rest. A weapon can bear only one runic brand at a time.
- Runic Curse: Majesty (Major Property). Whenever you target a creature with a blood curse, you can scribe the Kong rune in the air in their direction as part of the action used to curse them. That creature must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn.
Skye Rune (Cloud)
Grasping an object bearing the Skye rune causes you to feel a powerful gust of wind wash over you, tearing at your clothes and gear. Anyone watching you sees nothing out of the ordinary, and the sensation passes after a moment. The Skye rune grants the following properties:
- Wind Step (Minor Property). As an action, you scribe the Skye rune in the air around you and immediately fly up to half your walking speed. If you do not land at the end of this flight, you fall.
- Wind’s Grasp (Minor Property). As a reaction when you fall, you can scribe the Skye rune in the air around you to take no damage from the fall.
- Runic Brand: Howling (Major Property). Over the course of an hour, which can be done during a short rest, you inscribe the Skye rune in the air above one ranged weapon or weapon with the thrown property. The weapon gains a ghostly silver aura and has its normal and long range doubled. The weapon’s attacks do not suffer disadvantage due to long range. If the spell slot expended to use this property is of 3rd-level or higher, the inscribed weapon gains a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three, unless it is a magic weapon that already has an equal or higher bonus to those rolls. These effects last until you finish a long rest. A weapon can bear only one runic brand at a time.
- Runic Curse: Buffeting (Major Property). Whenever you target a creature with a blood curse, you can scribe the Skye rune in the air in their direction as part of the action used to curse them. The creature must succeed on a Strength saving throw or be pushed in a straight line directly away from you for 10 feet per level of the expended spell slot.
Stein Rune (Stone)
When first grasped, an object bearing the Stein rune feels impossibly heavy, as if even a titan could not lift it. That feeling passes after a moment, allowing you to carry the object with ease. The Stein rune grants the following properties:
- Indomitable Stand (Minor Property). As an action, you scribe the Stein rune onto the ground at your feet. Until you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. In addition, any creature that moves within 10 feet of you must succeed on Strength saving throw or have its movement immediately end.
- Stone’s Secrets (Minor Property). As an action, you scribe the Stein rune onto a stone wall or floor. You learn the location and size of all creatures standing on or touching that surface within 30 feet of you, though only for the moment when the property is used.
- Runic Brand: Crushing (Major Property). Over the course of an hour, which can be done during a short rest, you inscribe the Stein rune onto one weapon that deals bludgeoning damage. The weapon gains a ghostly brown aura, and bludgeoning damage dealt by the weapon ignores resistance and immunity. If you roll the maximum on the weapon’s damage die or dice, the target of your attack is knocked prone if it is a creature. If the spell slot expended to use this property is of 3rd-level or higher, the inscribed weapon gains a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three, unless it is a magic weapon that already has an equal or higher bonus to those rolls. These effects last until you finish a long rest. A weapon can bear only one runic brand at a time.
- Runic Curse: Solidifying (Major Property). Whenever you target a creature with a blood curse, you can scribe the Stein rune in the air in their direction as part of the action used to curse them. The creature must succeed on a Strength saving throw or be restrained until the end of your next turn.
Uvar Rune (Storm)
Grasping an object bearing the Uvar rune sends a powerful and painful jolt of electricity through your body, as if struck by lightning. The pain quickly fades, leaving behind only a faint buzzing from the rune. The Uvar rune grants the following properties:
- Lightning Rod (Minor Property). As an action, you scribe a solid surface with the Uvar rune. Any magical object within 10 ft. of the rune will be struck with a small bolt of electricity from the rune.
- Thunderous Shield (Minor Property). As a reaction when you are hit with an attack, you scribe the Uvar rune in the air. The attacking creature takes thunder damage equal to your Intelligence modifier.
- Runic Brand: Static (Major Property). Over the course of an hour, which can be done during a short rest, you inscribe the Uvar rune onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly purple aura and deals lightning damage instead of bludgeoning, piercing, or slashing damage. If the spell slot expended to use this property is of 3rd-level or higher, the inscribed weapon or ammunition gains a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three, unless it is magic ammunition or a magic weapon that already has an equal or higher bonus to those rolls. These effects last until you finish a long rest. A weapon can bear only one runic brand at a time.
- Runic Curse: Maelstrom (Major Property). Whenever you target a creature with a blood curse, you can scribe the Uvar rune in the air in their direction as part of the action used to curse them. The creature must succeed on a Strength saving throw or be moved to an unoccupied space you can see. You can move them up to 15 feet plus an additional 5 feet per level of the spell slot expended to use this property.
Uven Rune (Enemy)
Grasping an object bearing the Uven rune fills you with a powerful sense of vengeance and opposition. The feeling passes in a moment. The Uven rune grants the following properties:
- Aversion (Minor Property). As a reaction when you are targeted with an attack, you scribe the Uven rune in the air, imposing disadvantage on the attack.
- Sixth Sense (Minor Property). You cannot be surprised.
- Runic Brand: Rival (Major Property). Over the course of an hour, which can be done during a short rest, you inscribe the Uven rune onto a melee weapon. The weapon gains a ghostly orange aura, and whenever you hit a creature with it, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities. If the spell slot expended to use this property is of 3rd-level or higher, the inscribed weapon gains a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three, unless it is a magic weapon that already has an equal or higher bonus to those rolls. These effects last until you finish a long rest. A weapon can bear only one runic brand at a time.
- Runic Curse: Emnity (Major Property). Whenever you target a creature with a blood curse, you can scribe the Uven rune in the air in their direction as part of the action used to curse them. The creature has disadvantage on all attack rolls made against creatures other than you until the end of your next turn.
Venn Rune (Friend)
When first grasped, an object bearing the Venn rune fills you and all of your surrounding allies with a sense of camaraderie and trust. The moment quickly passes. The Venn rune grants the following properties:
- Bolstering Presence (Minor Property). Your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
- Friendly Demeanor (Minor Property). As an action, you scribe the Venn rune on yourself or another creature you can touch. The creature has advantage on Charisma (Persuasion) checks for 1 hour or until you use this property again.
- Runic Brand: Companion (Major Property). Over the course of an hour, which can be done during a short rest, you inscribe the Venn rune onto a melee or ranged weapon. The weapon gains a ghostly white aura and deals radiant damage instead of bludgeoning, piercing, or slashing damage. While you are within 60 feet of an ally, the weapon sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If the spell slot expended to use this property is of 3rd-level or higher, the inscribed weapon gains a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three, unless it is a magic weapon that already has an equal or higher bonus to those rolls. These effects last until you finish a long rest. A weapon can bear only one runic brand at a time.
- Runic Curse: Protector (Major Property). Whenever you target a creature with a blood curse, you can scribe the Venn rune in the air as part of the action used to curse them. One ally within 30 feet of the target of the curse regains hit points equal to one roll of your hemocraft die per level of the spell slot expended to use this property.
Wyrm Rune (Dragon)
When first grasped, an object bearing the Wyrm rune fills you with a sense of power and majesty. The feeling quickly passes. The Wyrm rune grants the following properties:
- Ancient Presence (Minor Property). As a bonus action, you can make your voice audible up to 300 feet away for 1 minute.
- Draconic Resilience (Minor Property). As an action, scribe the Wyrm rune onto yourself or another creature you can touch. The creature gains resistance to one damage type from among the following list for 1 hour or until you use this property again: acid, cold, fire, lightning, poison, thunder.
- Runic Brand: Savagery (Major Property). Over the course of an hour, which can be done during a short rest, you inscribe the Wyrm rune onto a melee or ranged weapon. The weapon gains a ghostly aura that changes color, and the first attack made with it each turn is made with advantage. If the spell slot expended to use this property is of 3rd-level or higher, the inscribed weapon gains a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three, unless it is a magic weapon that already has an equal or higher bonus to those rolls. These effects last until you finish a long rest. A weapon can bear only one runic brand at a time.
- Runic Curse: Frightening (Major Property). Whenever you target a creature with a blood curse, you can scribe the Wyrm rune in the air in their direction as part of the action used to curse them. The creature must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Pact Magic
This feature was created to allow the Runecaster to use the Pact Magic system.
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