Base Class: Wizard
The Runes, granted by the gods as the symbols for the words that formed the universe, are the foundational blocks on which reality is constructed. Rune callers learn this secret alphabet, though they lack the divine voices to fully make use of them. With these secret syllables, the rune caller can alter the universe, sometimes with little more than an uttered word or a drawn symbol. The runes do more than just simply manipulate matter and energy; they are also intrinsically linked to the fate of the universe, from beginning to end, and all that dwells within it.
Rune Caller Spellbooks
Rune callers do not keep a spellbook as other wizards do. Instead, they have a collection of runes that serve the same function. While far sturdier and more portable, a rune collection must still be complete for a rune caller to be able to use it. Each rune, the shape and feel of the physical object, and the way they are ordered serve as mnemonics to help memorize spells. Missing even one rune from the collection throws the entire process into question, just as a wizard without access to their spellbook has trouble preparing spells.
Copying a spell into a rune collection
This functions as a normal spellbook save it does not cost money and takes twice as long. The rune caller must decipher the spell to be copied and develop a mnemonic using their runes.
Replacing the rune collection
It is very easy to replace a rune collection; all you need is something (stone, wood, or bone) to carve the runes into, carving tools, and eight hours. You can thus replace all the spells in your former rune collection. The difficulty lies in recalling the mnemonics as they rely on tactile sensations and visual clues. You can only place spells you have prepared into the new rune collection.
The rune collection’s appearance
A rune collection is generally a bag or other container filled with the carved objects bearing the 24 runes of Runic. These runes are generally carved on stone, wood, or bone, but maybe cast into metal or made of some exotic material. Most rune callers fiddle with their runes while casting or hold them up for all to see.
Glimpses of Fate
Your study of the Runes allows you brief insights into the treads of Fate. You can add your Intelligence modifier to your initiative rolls.
Cast the Bones
Beginning at 2nd level when you choose this tradition, you can use your rune collection to determine someone’s wyrd. This takes an hour-long ritual and requires a rune collection. When you do so, you gain a number of wyrd dice equal to your Intelligence modifier. These dice are d6s and can be added or subtracted from any attack roll or ability check made by a target you can see.You make this decision before or after you see whether the roll succeeds or fails, and you can replace a roll in this way only once per turn. You regain all spent wyrd dice at the end of a long rest by performing the ritual again.
Your wyrd dice increase to d8 at 6th level and d10 at 10th level
Furthermore, your rune collection serves as an arcane focus.
Carven Symbols
Beginning at 6th level, you may carve a spell you have prepared into a small item, such as a piece of stone, wood, or bone. This takes one hour to do and costs a spell slot equal to the level of the spell you are carving. If the spell has spell components with a cost, they must be provided when the bindrune is carved and are consumed in the carving. The spell remains bound into the carven object, and you can cast it later as a bonus action, requiring no spell components. This destroys the object the bindrune was carved into. However, you can still only cast a single spell on your turn. You may have a number of carved spells equal to your Intelligence modifier.
Runic Power
Beginning at 10th level, for any spell you cast using your runic collection as an arcane focus, you add your Intelligence modifier to the damage.
Secrets of the Runes
At 14th level, your extensive knowledge of the runes reveals the true secrets of the runes. You must perform a ritual that lasts for 72 hours, during which you are hung from a tree by your arms and one eye is plucked out. At the end of this ritual, you gain an understanding of the nine worlds, the wyrd of the gods, and the secrets of the runes.
- You gain truesight out to a range of 60 feet.
- You no longer need your rune collection for any features from this class. Your spellbook is now carved into your soul; you can perform a ritual and see someone’s wyrd, and even carve runes into the air for later use.
- You now have advantage on Charisma (Intimidation) checks due to the terrifying visage of a one-eyed master of the runes.
- You can read all writing.
Also at 14th level, you may add your wyrd die to any damage roll you make when casting a spell.
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