Base Class: Druid
Often seen as wise, this varient of the druid trades off the ability to shift to animals to enhance ones ability to craft powerful magic elemental runes and activate those runes for extrordinary effects. Most races that are seen to be Rune Crafter druids are either dwarfs due to their natural craftman ship making using these magic runes to create various magic rune items learned from the giants or inherited by said giants due to them being one of the earliest makers of runes, the magic runes being passed down as natural knowledge to them unlike the dwarfs who often have to learn the craft through vigerous tests or passed down knowledge from giants. Due to it being quite ancient technique compared to other magic for items its not often seen but those who do know it and are able to master it are able to make some of if not the most potent magic items.
The Elemental Runes
There are 7 diffrent runes each representing a various element with their own magical effect being fire, water, earth, air, electricity, dark and finally light.
These magical runes can be carved into an item ranging from Weapons, Armor, and Small items (6th level). Only 1 rune can be crafted into an item at a time, if you apply a 2nd rune on an item the older rune disapears in a flash of the element it was representing.
The magical effect goes as follows for when applied to weapons, if applied to armor they all give +1 to AC
Fire: Represented by the Kenaz rune and gives the weapon 1d4 Fire Damage
Water: Represented by the Laguz rune and gives the weapon 1d4 Cold Damage
Earth: Represented by the Jera rune and gives the weapon 1d4 of the weapon damage (piercing, bludgeoning, and slashing)
Air: Represented by the Ansuz rune and gives the weapon 1d4 Force Damage
Electricity: Represented by the Sowilo rune and gives the weapon 1d4 lightning Damage
Dark: Represented by the Thurisaz rune and gives the weapon 1d4 Necrotic Damage
Light: Represented by the Dagaz rune and gives the weapon 1d4 Radiant Damage
Activate Runes
Starting at 2nd level, instead of shifting into an animal you can activate a Rune on an item (Weapon and Armor) to generate an immense magical poower. Each element has a diffrent affect upon activating but not only this but it also changed depending on if you activated a weapon rune or armor rune. Each activation of a Rune uses 1 of your wild shape charges.
The Following effects are given upon activation each lasting a minute:
Fire: (Weapon): your weapon bursts into flames non harmful to you, emiting a light (5ft) , and dealing an additional 3d6 fire damage. (Armor): Your armor where there is metal become red hot emiting a 10 ft light around you, non harmful to you and emits a extreme heat around you (10 ft radius centered at the armor) and anyone who is in that radius at the end of their turn or entering it takes 1d6 fire damage, you also become resistant to fire damage for the duration.
Water: (Weapon): Your weapon becomes ice cold and starts growing icicles on it dealing an aditional 2d6 cold damage and slows the enemy hit with it, reducing their movement by 10 till the end of your next turn (slow only once a turn). (Armor): Your armor grows cold with icicles coming off it, if you are hit with a melee attack you release a burst of icicles at them dealing 1d6 cold damage, you also become resistant to cold damage for the duration.
Earth: (Weapon): Your weapon starts to become heavy with rocks and gems growing off it, if you hit with this weapon the creature hit is knocked prone if medium or smaller. If large they must roll a strength saving throw (16) reducing by 2 for every size above large. (Armor): Your armor begins to grow rocks and crystals on it, you gain +2 to ac and are resistant to slashing, bludgeoning, and piercing damage for the Duration.
Air: (Weapon): Your weapon becomes light and has a slight breeze emiting from it, if you werent able to before you can throw your weapon with incredible speed and can call it back. If it hit a creature and you call it back the creature hit takes the damage taken from inital hit halfed and pulled 5 ft toward you. (Armor): Your Armor becomes light and breezy making you feel floaty, you can now fly at half your movement speed and if you end your turn in the air you begin to float down at a rate of 5ft at the end of your round.
Electricity: (Weapon): Your weapon becomes charged with electical power and upon attacking with your weapon you emit a loud thunderous boom able to be heard from 500ft away, any creature (besides you) within 10 ft of the weapon takes 2d6 thunder damage. (Armor): Your armor becomes charged with electrical energy, you can expend your movement to teleport with a mighty thunderous boom of up to half your movement speed, any creature (besides you) within 5ft of the teleport takes 1d6 thunder damage, you are also resistant to electricity for the duration.
Dark: (Weapon): Your weapon begins to secrete a black toxic liqud slowly, your weapon deals an additional 1d6 poison damage and creatures hit must roll a con save (13) or become poisoned. (Armor): Your armor becomes dark and gloomy, from a point of 15ft radius centered at you it becomes dark and cannot be lit by non magical means and magical only lights 5ft, you can see perfectly in this darkness, any other creature suffers from blindness in the radius, including those with darkvision.
Light: (Weapon): Your weapon emits a light of 10ft, the weapon can also heal, when hitting with the weapon you can choose between the regular damage or healing, the healing is equal to the regular damage. (Armor): Your armor emits a bright holy light of 30ft radius around the armor, you or any ally who enters or starts their turn within 15ft of the armor are healed by 2d6.
Circle Spells
Your mastery of the Runes have gave you a understanding of the various elements and because of such have granted you access to special elemental spells.
3rd: Sleet Storm and Call Lightning
5th: Wall of Stone and Flame Strike
7th: Finger of Death and Resurrection
9th: Control Weather
Throwing Runes
Over the course of time of putting Runes on Weapons and Armor you can know put these runes on small item which on point of impact cause a burst of magic causing a spell of point of impact depending on the Rune. Throwing one of these Rune items require an action and can be thrown 30ft.
You can craft these runes over the course of a short rest (at least 1 hour) where you sit down and focus on crafting, 1d4 for how many you craft during this time.
Following Rune Spells for throwing:
Fire: Fireball
Water: Tidal Wave
Eartth: Errupting Earth
Air: Psionic Blast
Dark: Hunger Of Hadar
Light: Prayer Of Healing
Duel Runes
You have truely mastered Runes, now with the vast knowledge you have with runes and practice with them you can now combine runes into one. This makes it so you get both the passive effects (besides armor) and the activated Rune effects. The Runes do have to be diffrent and does not work if you try to combine 2 of the same. Additionally however, duel runes do not apply to thrown Runes and just fizzles if thrown but could be figured out with more experience. (lv14).
Rune Mastery
You Have Truely Mastered ther art of Runes and have achived the peak of these powerful magic runes. Due to this you have learned to get more out of each Rune activation, being able to activate 2 runes with 1 charge of wild shape. Additionally you figured out the magic of the Thrown runes to its fullest so now you can combine runes on throw runes casting both spells at once upon impact.
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