Base Class: Ranger
Either by chance or by intention, you have found a way to learn the runic craft of the dwarves. You are able to find ways to change the strikes of your melee weapons, invoking magic in unorthordox ways in comparison to most. Your body is your conduit, and you inscribe numerous tattoos to invoke the power that you desire to happen.
Runic Huntsman Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Runic Hunstman Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
« Detect Magic
LIST OF RUNES
The following table outlines the list of spells, runes and the respective level you get them as a Runic Huntsman.
Dwarvish Rune / Level / Spell/Effect
Brawn Boost 2 Strength (Gildeth)
Hunters Sense 2 Sight (Anzjon)
Hunters Endurance 2 Hunt (Drav)
Longstrider 2 Walk (Onsta)
Detect Magic 3 Magic (Gevik)
Speak with Animals 3 Beast (Jor)
Jump 3 Fly (Agol)
Runic Attack 3 Power (Rik)
Runic Attack
At 3rd level, you can invoke your runes as a bonus action to empower your weapon with temporary runic power. For the next minute, each time you deal damage with the weapon or ammunition, you deal an additional 1d4 force damage. You can do this a number of times equal to your proficiency bonus, and expended uses of this feature are recovered at the end of a long rest.
As a final benefit of this feature, once per turn when you hit a creature with a weapon or ammunition enhanced by your Runic Attack feature, you can spend a spell slot to apply a magical effect to the attack. The attack deals an additional 1d6 damage and the creature is poisoned?(keep or remove?) until the end of your next turn. The toxin has additional effects based on the spell slot expended casting the spell. These additional effects are detailed at the end of this subclass description under Runic Empowerments, and they last to the end of your next turn unless otherwise noted in the description.
RuNIC EMPOWERMENTS
When you expend a spell slot of 1st level or higher to
create a rune charged strike, choose one of the
following effects to add to the strike.
ATTENUATE
While a creature is poisoned by this toxin, it has
disadvantage on Strength and Dexterity saving throws.
BEFUDDLED
While a creature is poisoned by this toxin, it cannot
speak, read, or write any language and it has
disadvantage on saving throws made to maintain
concentration on spells.
UNCOORDINATED
While a creature is poisoned by this toxin, it cannot take
reactions or the Disengage or Dodge action.
Runic Tradecraft
Also at 3rd level, you gain proficiency with runecarvers kit. Your proficiency bonus is doubled for any ability check that uses this proficiency. Additionally, when you gain this feature, you also gain a runecarvers kit, in the form of tattoo tools
RUNESSMITHS GUILD
While you are not a traditional ‘Runesmith’ the runes
that grant you power are dwarvish in make. As such the
best group of people to help you further understand
these powers and how to properly evoke them would be
the Runesmith’s Guild. For more information, contact
your DM for the Armorer’s Handbook additional
content, which outlines applying for, studying with, and
working for said guild during periods of downtime.
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