Rune Warrior
Hit Points
Hit Dice: d8 per Rune Warrior level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rune warrior level after 1st
Proficiences
Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Whip, Net
Tools: One type of artisan’s tools of your choice
Saving Throws: Constitution, & Wisdom
Skills: You are proficient in Athletics and can choose two additional skills from; Acrobatics, Arcana, Insight, Investigation, Perception
Overview & Creation
The necromancers chased the farmers through their fields, needing fresh corpses for their experiments and insidious plots. The family calls out to a strange hooded man covered head to toe in strange, rune-like tattoos. As the foul mages cast their spells the stranger rushes to intercept them, his runes glowing as they absorb the incoming spells. Now it was the necromancer’s turn to run and flee. With his whip and net, the stranger trips and lashes those that weren’t fast enough to outrun him, capturing those that were too slow. With his runes, he hardens his skin and muscle to deflect and shrug off their attacks. And with his eyes he sees through their illusions and deceptions. One by one the necromancers fall upon his blade. As the farmers turn to their would be rescuer, he turns to them, eyes glowing, irises donning a faint runic pattern. “They will be back. Here—go to the address and wait out this storm,” he says, handing the family a folded piece of parchment. The farmers look on in fearful awe, but thank the man for his timely intervention. As they run, the man turns to raise his hood and moves slowly out of sight, whispering to himself, “More subjects are on their way my master.” A voice responds in his mind.
“Excellent work my warrior, make sure they’re dead to the last. We can’t have them ruining our plans. Return after you’ve dealt with the stragglers. I’ve been thinking of a few ways to enhance you further…”
Imbued Capability
Rune Warriors are not born or trained, but made, through ancient rituals known only by the most powerful wizards and sorcerers, individually known as a Keeper. They are adept at making sure that magic devices and casters are kept in line. Rune Warriors, known colloquially as Mage Hunters, are made by offering a covenant to a powerful figure such as a sphynx, a genie, or lich. That figure, through an intense ritual, physically enhances the person in question, empowering them with magic through the connection provided by said covenant. The covenant is written and signed into their skin, flesh, and bone—signed and bargained onto the fibers of their being. Be that position for good or ill, the bargain is made to grant powerful dominion over certain magics and their own bodies. Powerful indeed—but all power comes at a price. The covenant itself can take many forms, depending on what a Keeper wishes for their serf. A draconic covenant, for instance, greatly increases the rune warrior’s martial prowess, even turning their body into a weapon for their means. A Spectral Covenant, meanwhile, is great at subterfuge, making the Rune Warrior into a living ghost that can turn invisible and phase through walls. While the art of making a Rune Warrior is difficult, it isn’t unique to the individual. If one can be made, why not two? Ten? Ten thousand? Rune warriors are often used as a means to an end with cults and kingdoms alike. But the truly powerful are made in agreement between one individual and another, the master and the serf.
Creating a Rune Warrior
When creating your Rune Warrior, it’s important to think about how and why they have their Covenant in the first place. Did they agree to it? Was it forced upon them? The Keeper for a Rune Warrior is very similar to that of a Warlock's patron, but unlike the Warlock’s mandatory subservience, the Rune Warrior is a bit more flexible in how their relationship with their Keeper works. For instance, Rune Warriors can also be the one in control of their covenant, having roped someone into performing this ritual on them, with mind control, political position, or any number of ways. It’s also quite important to outline what your Keeper is, or if it’s even a “who” at all. Keepers can also be groups of people; such as a dragon cult, or a shadowy government organization that has vampiric ties. Your Keeper is a very important part in roleplaying a Rune Warrior. After all, something had to put you on that table and make you what you are now. However, keep in mind that you’re not roleplaying as your Keeper. You’re roleplaying as the Rune Warrior. Talk to your DM about your character’s relationship with their Keeper to get the best out of playing your Rune Warrior. However, it's important to remember that much like the covenant of a Rune Warrior, it is an agreement between you and your DM; talk about what is and isn't okay as far as what both of you tolerate, want, forbid etc. We are all at the table to have fun.
Rune Warrior Table
Level |
Proficiency Bonus |
Runic Empowerment |
Runic Warding |
Mana Pool |
Features |
1 |
+2 |
1d4 / +1 |
- |
6 |
Mana Pool, Runic Empowerment, Martial Archetype,
Rune Warrior Covenant |
2 |
+2 |
1d4 / +1 |
+1 AC |
7 |
Runed Senses, Arcane Warding |
3 |
+2 |
1d4 / +1 |
+1 AC |
8 |
Rune Warrior Covenant Feature |
4 |
+2 |
1d4 / +1 |
+1 AC |
9 |
Ability Score Improvement |
5 |
+3 |
1d6 / +2 |
+1 AC |
10 |
Extra Attack |
6 |
+3 |
1d6 / +2 |
+1 AC |
11 |
Runic Grip, Mana Surge |
7 |
+3 |
1d6 / +2 |
+1 AC |
12 |
Rune Warrior Covenant Feature |
8 |
+3 |
1d6 / +2 |
+1 AC |
13 |
Ability Score Improvement |
9 |
+4 |
1d6 / +2 |
+2 AC |
14 |
Runic Voice |
10 |
+4 |
1d6 / +2 |
+2 AC |
15 |
Runic Body |
11 |
+4 |
1d8 / +3 |
+2 AC |
16 |
Rune Warrior Covenant Feature |
12 |
+4 |
1d8 / +3 |
+2 AC |
17 |
Ability Score Improvement |
13 |
+5 |
1d8 / +3 |
+2 AC |
18 |
Extra Attack |
14 |
+5 |
1d8 / +3 |
+2 AC |
19 |
Runic Power |
15 |
+5 |
1d8 / +3 |
+3 AC |
20 |
Rune Warrior Covenant Feature |
16 |
+5 |
1d8 / +3 |
+3 AC |
21 |
Ability Score Improvement |
17 |
+6 |
1d10 / +4 |
+3 AC |
22 |
Runic Regeneration |
18 |
+6 |
1d10 / +4 |
+3 AC |
23 |
Rune Warrior Covenant Feature |
19 |
+6 |
1d10 / +4 |
+3 AC |
24 |
Ability Score Improvement |
20 |
+6 |
1d10 / +4 |
+3 AC |
25 |
Runic Overload |
Class Features
Mana Pool
At 1st level, your body has been infused with several magical substances—ritually placed in the bone, muscle, and skin—taking the form of arcane tattoos or runic imprints. This allows you to draw upon energy in the Weave to channel special abilities.
You have 6 points of mana, as shown in the Mana Points column of the Rune Warrior table. You can never have more mana points than shown on the table for your level. Additionally, you gain a new way to use your Hit Dice. When you finish a short rest, you may choose to recover half the amount you roll on your Hit Dice as mana instead of hit points. You regain all spent mana points when you finish a long rest.
Some of your mana features require either you or your target to make a saving throw against the feature’s effects. The saving throw DC is calculated as follows:
Mana save DC = 8 + your proficiency bonus + your Intelligence modifier
Runic Empowerment
Starting at 1st level, you gain access to Runic Empowerment. Once per turn, you can spend one or more mana points to empower an ability check or an attack. For every mana point spent, add 1d4 to the d20 roll and +1 to the damage if it is an attack. This die and the bonus damage change as you gain rune warrior levels, as shown in the Runic Empowerment column of the Rune Warrior table.
This effect can be added multiple times, up to your proficiency modifier, provided you have the mana to spend on empowerment. This can be done after you roll the die, but before the outcome is determined.
Magical Empowerment
At 5th level, your runic empowerment can cloak you and your weapons in a magical aura. An empowered attack is considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Over-Empowerment & Fatigue
Empowering a skill check or attack beyond the limits of your mana pool is possible, but not recommended. Empowering beyond your current mana pool requires you to make a Constitution saving throw vs your Mana save DC + 1 per extra mana point attempting to be spent. On a failed save, you cannot spend the extra mana beyond your current mana pool and gain a level of exhaustion per extra mana attempted to be spent. On a successful save, you may spend the extra mana beyond your current mana, but you gain a special condition known as Fatigue. While Fatigued, for every mana point successfully spent beyond your available mana pool, your mana pool maximum is reduced by -1. For example empowering an attack for 5 mana with only 3 mana in your pool gives you 2 levels of Fatigue, reducing your mana pool maximum by -2 and gaining 2 levels of exhaustion. You recover one rank of Fatigue at the end of a long rest.
Martial Archetype
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Hunter Style
The range of net and whip attacks are extended, with the net now having a range of 20/60ft., and the whip having a reach of 15ft., along with the grappling quality. The Strength DC to get out of the grapple for whips and nets is now increased, equivalent to 13 + your strength modifier.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Runic Senses
Starting at 2nd level, your senses have been augmented, and are far greater than what normal magic or training can allow. These can be changed once per long rest, but only one runic feature can be changed at a time and has to be done by your keeper, or someone acting on their behalf. You can choose one of three specialized abilities to choose at this level:
- Arcane Sight: You can use an action to spend 2 mana points to activate Arcane Sight. Alternatively, you can spend 1 minute to activate this feature with no mana cost. Arcane Sight allows you to see enchantments within your clear vision (dark and dim light obscure this effect), such as traps, spell effects, magical enchantments, etc., as long as there is an enchantment upon what you're seeing that it is magical in nature. Using Arcane Sight takes up your character's concentration. After 1 hour, this ability ends.
- Arcane Hearing: You can use an action to spend 2 mana points to activate Arcane Hearing. Alternatively, you can spend 1 minute to activate this feature with no mana cost. Arcane Hearing allows you have unnaturally acute hearing, giving you blindsight within a 30ft. radius. While active, you can also spend a minute unmoving to determine a number of creatures within 150 ft. by hearing things like heartbeats and shallow breathing. While this ability is active, you take maximum damage from thunder based spells and abilities. Using Arcane Hearing takes up your character's concentration. After 1 hour, this ability ends.
- Arcane Nerves: You can use a bonus action to spend 2 mana points to activate Arcane Nerves. Arcane Nerves allow you to push beyond or ignore any pain you feel. While you suffer damage normally, you aren't bothered by doing things like sticking your hand in an open flame, or swimming through acid, etc. As such, you have advantage on Concentration checks while this ability is active. After 1 hour, this ability ends.
Arcane Warding
Starting at 2nd level, you can use an action to spend 2 mana to cause your skin and muscles to harden into a metallic structure, granting a +1 bonus to your AC for 1 hour, as well as your choice of advantage on either Dexterity or Strength saving throws for the duration. Additionally, while this ability is active, you can use Runic Empowerment to reduce the damage taken by a spell if you fail its save or if you are hit by the spell attack. The damage reduction is equal to the roll of your Runic Empowerment die or dice.
This ability increases to +2 AC at 9th level, and +3 AC at 15th level.
Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.
Runic Grip
At 6th level, the extensions of your limbs become supernaturally empowered. These can be changed once per long rest, but only one runic feature can be changed at a time and has to be done by your keeper, or someone acting on their behalf. You can choose one of three specialized abilities to choose at this level:
- Runic Harness: When you are targeted by someone casting a spell, or in are within melee range of someone casting a spell, you can spend 3 mana points to attempt to absorb the magic of the spell. Make an Intelligence check against DC 10 + the spell’s level. On a success, the creature's spell fails and has no effect. On a failure, the spell is cast as normal.
- Runic Breaker: When a creature misses you with a melee attack, you can spend 2 mana to attempt to disarm the creature using your reaction. On a failed Strength or Dexterity saving throw vs your Mana Save DC., the creature is disarmed. Additionally; for an extra 3 mana spent, you can choose to damage the weapon, with the creature's weapon needing to make an additional Constitution save vs your Mana save DC. or that weapon only does half damage. If that weapon was a natural weapon, such as a claw or bite attack, the affect lasts until they are healed. This cannot be done to magical or otherwise indestructible weapons.
- Runic Step: If you haven't moved your full movement during your turn, you can use your reaction at the cost of 2 mana to move out of the way of an area of effect or targeted spell that you would normally be in range for, using the amount of movement unspent by you. (For example, a character with 30 feet of movement moving only 10 feet on their turn would allow 20 feet of movement to use during this ability.)
Mana Surge
At 6th level, as a bonus action, you can make a Constitution saving throw vs DC 10 + your current level of Fatigue to regain mana equivalent to the result of a roll of a number of Runic Empowerment dice. The number of Empowerment dice rolled is equivalent to your proficiency bonus + your Constitution modifier. A failed save results in only half of the result being restored as mana. Your mana points can’t exceed your total mana pool as shown in the Rune Warrior table, so any mana points regained in excess of your total mana pool are lost.
Once you use this feature, you must finish a long rest before you can use it again.
Ability Score Improvement
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Runic Voice
At 9th level, your voice has been magically augmented. These can be changed once every level taken in this class, but only one runic feature can be changed at a time and has to be done by your keeper, or someone acting on their behalf. You can choose one of three specialized abilities to choose at this level:
- Cleansing Shout: As an action, you can spend 5 mana points to dispel all enchantments on objects or other magical effects within 30 ft. for 1 minute. Any spell of 3rd level or lower within the target area ends. For each spell of 4th level or higher in the target area, make an ability check using your Wisdom modifier. The DC equals 10 + the spell's level. On a successful check, the spell ends, leaving residual mana in the area, restoring 1 mana for each target effect or spell dispelled. You must finish a long rest before you can use this ability again.
- Cry of Horror: As an action, you can spend 4 mana points to roar a menacing and mind-altering threat. Every creature you choose within a 30ft. radius must make a Wisdom saving throw vs your Mana save DC or be frightened of you for up to 1 minute. While frightened by this ability, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw.
- Arcane Whispers: As a bonus action, you can spend 3 mana points to whisper into the mind of a creature you can see within 120ft. causing the creature to make an immediate concentration check vs you Mana save DC.
On a successful save, the creatures and targets affected by these abilities become immune to the effect for the next 24 hours on a successful save.
Runic Body
At 10th level, your runes now cover the whole of your body and granting supernatural prowess and features. These can be changed once per long rest, but only one runic feature can be changed at a time and has to be done by your keeper, or someone acting on their behalf. You can choose one of three specialized abilities to choose at this level:
- Mirror Touch: You can you can spend 4 mana points to touch a willing creature to replicate any single spell effect on the target and apply it to yourself. You can attempt to replicate a spell effect from an unwilling creature, but you must first successfully grapple the target first. You must then make a successful Intelligence save saving throw vs the target’s spell save DC. On a success, you replicate the spell for half the spell's duration left on the target. If the spell has equal to or less than 1 round remaining, you replicate the spell for 1 round, with the spell's effect ending after the end of your next round turn.
- Arcane Shell: You can spend a number of mana points up to your intelligence modifier to roll an equal number of runic empowerment die, to give yourself that number of temporary hit points for a number of hours equal to your intelligence modifier.
- Arcane Stride: You can use a bonus action to spend 3 mana to activate Runic Stride. For 1 minute, you can take the Dash action as a bonus action. you also gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free, and jump distance is tripled. Using Arcane Stride takes up your character's concentration.
Once you use one of these features, you must finish a short or long rest before you can use it again.
Ability Score Improvement
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Runic Power
At 14th level, You have mastered the runes carved into you, and can now manifest them into supernatural power. These can be changed once per long rest, but only one runic feature can be changed at a time, and has to be done by your keeper, or someone acting on their behalf. You can choose one of three specialized abilities to choose at this level:
- Nullifying Sight: As an action, you can spend 9 mana points to create an area of magical repression in a 40-foot-cone, originating from you, that lasts for 1d4+1 rounds. At the start of each of your turns, you determine which way the cone faces. Creatures within the cone must make an Intelligence saving throw against your Mana save DC or be unable to cast spells. Magical items that aren't sentient automatically fail the check.
- Mana Roar: As an action, you can spent 7 mana points to let out an ear piercing shout, causing 5d6 thunder damage within a 30ft. cube in front of you. Every creature caught within the cube must make a Strength saving throw vs your Mana save DC or be pushed 30 ft. away and be knocked prone. A successful save results in taking only half damage and only being pushed 10 feet without being knocked prone.
- Runic Wings: For 1 minute, you can use an action to spend 8 mana points to gain a flight speed equal to your normal movement.
Ability Score Improvement
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Runic Regeneration
At 17th level, you can use an action to spend a number of mana points to restore hit points in a special fashion. For every point of mana spent, roll a Runic Empowerment die. The resulting total is regained as hit points evenly over the next two rounds. For example, if you roll a total of 20 on the Runic Empowerment dice, you will regain 10 hit points on this round, and the remaining 10 hit points on the following round. If the resulting total is an odd number, you regain the odd hit point on the second round. For example, if you roll a total of 21 on the Hit Dice, you regain 10 hit points on this round, and 11 on the following round.
If 5 or more mana points are spent in the use of this feature, this feature can restore a lost limb to a crippled state. If 9 or more mana points are spent, this feature can fully regenerate a lost limb.
Once you use this feature, you must finish a long rest before you can use it again.
Ability Score Improvement
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Runic Overload
At 20th level, you gain the ability to overload the runes in your body. As an action, you can flood yourself with energy absorbed from the Weave, gaining the following benefits for 1 minute:
- The mana cost of all rune warrior class and subclass features is halved, rounded down.
- When you use Runic Empowerment, you roll two Runic Empowerment dice instead of one.
When Runic Overload ends, you suffer 4 levels of exhaustion.
Once you use this feature, you must finish a long rest before you can use it again.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- chain shirt
- (a) a whip or (b) a simple melee weapon
- (a) a net or (b) a simple ranged weapon
- (a) a monster hunter’s pack [Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.] or (b) dungeoneer’s pack
- one artisan’s tool of your choice
Alternatively, you can ignore the equipment here and in your background, and buy 4d4 × 10 gp worth of equipment from the equipment chapter in the core rules.
Spellcasting
Arcanic Rune Warrior Table
Level |
level 1 spell slots |
level 2 spell slots |
level 3 spell slots |
level 4 spell slots |
level 5 spell slots |
1st |
2 |
— |
— |
— |
— |
2nd |
2 |
— |
— |
— |
— |
3rd |
3 |
— |
— |
— |
— |
4th |
3 |
— |
— |
— |
— |
5th |
4 |
2 |
— |
— |
— |
6th |
4 |
2 |
— |
— |
— |
7th |
4 |
3 |
— |
— |
— |
8th |
4 |
3 |
— |
— |
— |
9th |
4 |
3 |
— |
— |
— |
10th |
4 |
3 |
2 |
— |
— |
11th |
4 |
3 |
2 |
— |
— |
12th |
4 |
3 |
3 |
— |
— |
13th |
4 |
3 |
3 |
1 |
— |
14th |
4 |
3 |
3 |
1 |
— |
15th |
4 |
3 |
3 |
2 |
— |
16th |
4 |
3 |
3 |
2 |
— |
17th |
4 |
3 |
3 |
3 |
1 |
18th |
4 |
3 |
3 |
3 |
1 |
19th |
4 |
3 |
3 |
3 |
2 |
20th |
4 |
3 |
3 |
3 |
2 |
Spellcasting
At 1st level, with the Arcanic Covenant, you have a potent connection to magic through your runes. With specific training, you can access this arcane connection, with your runes revealing your ultimate capability through the unleashing of spells and magical effects contained within. See Chapter 10 of the Player’s Handbook for the general rules of spellcasting and Chapter 11 for the wizard spell list.
Preparing and Casting Spells
The Arcane Rune Warrior Table shows how many spell slots you have to cast rune warrior spells of 1st level or higher. To cast these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of rune warrior spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + half your rune warrior level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level rune warrior, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of rune warrior spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your rune warrior spells, the magic stored in your runes serving as a versatile tool in your decisive hands. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a rune warrior spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
Your runes can substitute as a spell casting focus You can use your runes as a spellcasting focus for your rune warrior spells.
Subclass Options
Arcanic Covenant
Runic Spell-Empowerment
At 1st level, you gain the ability to use Runic Empowerment to augment the capability of your spells.
As part of the casting of a spell, you may choose to spend mana points to empower it. The number of mana points required is equal to twice the spell’s level. For example, a 1st level spell requires 2 mana to be empowered, and a 2nd level spell requires 4 mana to be empowered. Empowering a spell cast at a higher level has the same mana cost as a spell normally cast at that spell level. For example, casting the spell Burning Hands at 2nd level would require 4 mana to empower.
When you empower a spell, choose one of the following effects:
- The spell's save is at disadvantage for the target(s)
- The spell's attack is rolled with advantage
- The spell damage is rolled twice with the higher roll being chosen as the spell's damage
You can empower spells only if you have the required amount of mana and a spell slot that can be used to cast the spell. For example, an 11th level rune warrior, with 16 mana, could empower two 3rd levels spells for 6 mana each and a 2nd level spell for 4 mana before running out of mana.
Forceful Will
At 3rd level, you can use a bonus action to spend 3 mana points to target a creature you can see, imposing disadvantage on the next saving throw it makes against a spell or magical effect. Alternatively, you can cause the next damage roll against the target from a spell or magical effect to be rerolled, but you must choose which of these effects you are imposing when you spend the mana points.
Arcane Fervor
At 7th level, you can use a bonus action to spend 3 mana points to apply a d6 + your Intelligence modifier to any spell you cast, in of two ways:
- Add the resulting total to your spell save DC for the spell
- Add the resulting total to the spell’s damage roll
Spells that don’t use a spell save DC or don’t include a damage roll cannot be used as part of this feature
Mental Reassurance
At 11th level, you can use a reaction to spend 4 mana points to maximize a spell’s damage roll or impose disadvantage on the target’s saving throw against the spell.
This feature can be used even if you don’t have the required mana, but not if you have no mana. If used in this fashion, you incur levels of Fatigue similar to Over-Empowerment, but do not incur levels of exhaustion.
Potent Fervor
At 15th level, Arcane fervor now uses a d8 instead of a d6.
Zealous Fervor
At 18th level, Arcane Fervor now just adds 8 + your int modifier instead of having to roll.
Primordial Covenant
Elemental Fury
Starting at 1st level, you can you can use a bonus action to spend 2 mana to imbue a weapon you are holding with elemental damage of your choice (acid, cold, fire, lightning, poison, or thunder) for 1 minute. The elemental damage is equivalent to a number of your Runic Empowerment Dice equal to half your proficiency bonus, rounded up, + your Intelligence modifier.
Elemental damage imbued on a weapon ends if you drop or sheathe the weapon. Ranged weapons, including ranged weapon ammunition, maintain the elemental damage for a single attack. Hit or miss, the elemental damage then ends on the ammunition or weapon.
Primordial Inscription
At 3rd level, your runes allow you to imbue yourself with various elements. As an action, you can spend 2 mana points to gain resistance to a chosen elemental damage type (acid, cold, fire, lightning, poison, or thunder) for 1 minute. Your runes change color and glow to reflect the chosen element.
Convert Element
At 7th level, you can use an action to spend a number of mana to convert an amount of a given element—such as earth, water, fire, air, etc—into the element considered to be its opposite. For example, converting the water in a bucket to flame, or an earthen wall to air, or vice versa.
The amount of elemental material you can alter must fit within a number of cubic feet equal to the number of mana points spent in the use of this feature. For example, spending 2 mana points allows you to convert a 2-foot cube of elemental material.
Elemental Fusion
At 11th level, you can use an action to spend 4 mana points and touch anything currently imbued with an elemental effect to imbue it with a replication of the effect with a different elemental type for 1 minute. This added effect has 3 charges. For example, using this feature on a sword that deals 1d6 fire damage allows it to also deal 1d6 damage of another elemental type (acid, cold, fire, lightning, poison, or thunder) upon expending a charge. you must co
This feature cannot be used effects created by spells, however, it can be used on naturally occurring elemental phenomenon. For example, a cloud of naturally occurring poisonous gas can be imbued to also deal acid damage in addition to its normal poison damage.
Primordial Immunity
At 15th level, Primordial Inscription now causes you to be immune to the chosen energy type.
Elemental Mastery
At 18th level, you can now use Convert Element to alter any element to another element of your choice. Additionally, Convert Element now allows you to make an Intelligence saving throw in order to affect elements of a magical source. The DC of the saving throw is determined by the source of the magical effect, such as the spell save DC of a caster.
Vampiric Covenant
Draining Grasp
Starting at 1st level, once per turn, when you hit a creature with an attack, you can choose to make a grapple check against them as a free action (see Chapter 9 of the Player’s Handbook for rules on grappling). On a successfully grappled creature, you can use a bonus action to drain the target of its energy, dealing 1d12 necrotic damage and restoring 2 mana to your mana pool.
If a creature grappled by you has been damaged by this feature, it has disadvantage on its Strength (Athletics) or Dexterity (Acrobatics) check to escape the grapple.
If a creature grappled by you dies while you are grappling it, you regain 2 extra mana points in addition to the normal mana restored by this feature.
Thieving Grasp
At 3rd level, when you successfully use draining grasp on a target, you can choose not to deal damage and regain mana as normal, but instead can use your reaction to spend 2 mana and copy an ability score of your choice from the target, replacing your own ability score for 1 minute. For example, if you use this feature a creature with a Strength score of 19, your Strength score will be 19 for 1 minute.
Enthralling Words
At 7th level, you can spend 4 mana to speak a single detailed command to a target, framed as a suggestion. The target must make a Wisdom saving throw vs your Rune save DC. On a failed save, the target is charmed by you until the effect ends and views you as a loyal master, or someone they owe a great debt to. As long as you maintain concentration, this creature remains charmed up to 1 hour, carrying out the request, even if the target takes damage.
When deactivated, The target becomes aware of what happened to them and reacts accordingly. When the effect ends, the creature knows it was charmed by you.
Grasp of Famine
At 11th level, when you use your bonus action to use Draining Grasp on creature grappled by you, you can choose to activate Grasp of Famine. If you do, you instead deal 3d12 necrotic damage and recover 4 mana each time you use a bonus action to drain the creature grappled by you, for as long as it is grappled by you. Grasp of Famine ends if the creature escapes the grapple. If you deal 20 or more damage in a single bonus action with this feature, the grappled creature gains a level of exhaustion.
Savage Hunger
At 15th level, if a creature grappled by you has taken damage, you can use a bonus action to bite the target, dealing 4d12 necrotic damage and you regain hit points and mana equal to half the damage rolled.
Once you use this feature, you must finish a long rest before you can use it again.
Hypnotic Gaze
At 18th level, you can spend 7 mana points to stare into the eyes of a creature for 1 minutes to attempt to charm them. The target can look away, but eye contact must be recaptured within six seconds or else the Hypnotic Gaze will be broken. After the minute has passed, the target must make a Wisdom saving throw vs. your Rune save DC. On a successful save, the creature is aware that you are attempting to charm them and can act accordingly. On a failed save, the target is charmed by you, becoming a loyal follower and thrall. Even if this effect is dispelled, the target still views you in a positive light.
Draconic Covenant
Draconic Hide
At 1st level, choose a type of dragon. You gain damage resistance determined by the dragon type. Additionally, your natural armor class increases by 3.
Draconic Mastery
At 3rd level, you learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. Each maneuver costs 1 mana, and you use your Runic Empowerment Die as the superiority die. Additionally, you can choose a second option from the Fighting Style class feature.
Draconic Empowerment
At 7th level, you can use an action to spend 4 mana to empower one of your ability scores by 1d4 + half of your Intelligence modifier, rounded up. While empowered in this way, a temporary limit is imposed on your mana pool, reducing the maximum mana you can have in the pool by 4.
You must concentrate on this ability as if you were concentrating on a spell.
Draconic Roar
At 11th level, you can you can use a bonus action to spend a number of mana points to let out a draconic roar! All hostile creatures able to hear the roar must make a Wisdom saving throw vs your Rune save DC or be frightened for a number of rounds equal to twice the mana spent to use this feature.
Draconic Savagery
At 15th level, you can use a bonus action to spend 4 mana points to grow draconian claws from your fingers for 1 minute. If you hit with them, you deal slashing damage equal to 3d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike, and the target must make a Strength saving throw vs your Rune save DC or be knocked prone.
Additionally, while this feature is active, you can make an unarmed strike with the claws as a bonus action.
Draconic Form
At 18th level, you gain the ability to make a draconic transformation. As an action, you can spend 3 mana to take on a draconic form, gaining the following benefits for a number of rounds:
- You sprout a pair of dragon wings from your back, gaining a flying speed of 60 ft. (if you already have an ability that gives you flight, you gain an additional 30ft. of fly speed.
- You gain a draconic breath weapon.
- Draconic Breath (Recharge 5–6, costs 2 mana). You exhale your breath weapon in a 40-foot cone or a 75-foot line. Each creature in that area must make a saving throw vs your Rune save DC, taking 53 (15d6) damage on a failed save, or half as much damage on a successful one.
- Refer to the stat block of the adult dragon of the same type you chose in the Draconic Hide feature to determine whether your breath weapon uses a cone or a line, the type of saving throw, and the type of damage dealt.
Spectral Covenant
Endurance of the Damned
Starting at 1st level, when you are reduced to 0 hit points, but not killed outright, you can spend 2 mana points at the end of your next turn to benefit from the effects of rolling a natural 20 on a death saving throw, regaining 1 hit point and returning to consciousness. Additionally, you can choose to spend an extra 2 mana points when you use this feature to use a hit dice, regaining additional hit points equal to the amount rolled.
Spectral Movement
At 3rd level, you can use an action to spend 3 mana points to step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane, for 1 round. You are visible on the Material Plane while you are in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane. During this time, you can move in any direction, but moving through creatures and objects is considered difficult terrain. If you move up or down, every foot of Movement costs an extra foot.
When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
You can spend an extra mana point to touch one willing creature and grant this effect to that creature as well.
Runic Cloak
At 7th level, you can use an action to spend 3 mana points to turn invisible, as if you had cast the invisibility spell on yourself, for 1 hour. Additionally, you can spend 2 mana points to remain invisible after making an attack or other action that would normally break invisibility.
Howl of the Damned
At 11th level, you can use your action each round to spend 4 mana points per round to invoke a dreaded howl. Each creature in a 40-foot cone originating from you must make a Wisdom saving throw vs your Rune save DC. On a failed save, a creature takes 6d6 thunder damage, or half as much damage on a successful one.
Alternatively, you can empower your howl, spending an additional 2 mana points per round to change the 40-foot cone to a 50-foot radius sphere centered on you.
Runic Possession
At 15th level, you are able to possess other creatures at the expense of your mana. As an action, you can spend 3 mana to touch a large or smaller creature within 5 feet of you. That creature must then succeed on a Charisma saving throw vs your Rune save DC or be possessed by you for 10 minutes. You then disappear, and the target is now incapacitated and loses control of its body. You now control the body, but do not deprive the target of its awareness. You cannot be targeted by any attack, spell, or other effect, except ones that turn undead, and you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You otherwise use the possessed target’s statistics, but don’t gain access to the target’s knowledge, class features, or proficiencies.
You can extend the duration of the possession for 10 minutes by spending 3 mana points as a bonus action, but at the end of every 10 minutes of possession, and each time it takes damage, the possessed creature can make another Charisma saving throw. On a successful save, you are expelled from the body and take 2d8 psychic damage per 10 minutes spent possessing the creature. Otherwise, the possession lasts until the body drops to 0 hit points, you end the possession as a bonus action, or you are expelled from the body by an effect like the Remove Curse spell. When the possession ends, you reappear in an unoccupied space within 5 feet of the body. The target is then immune to your Runic Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Spectral Entourage
At 18th level, as an action, and for 6 mana points each, you can divide yourself into spectral duplicates of yourself, up to a maximum of 3 duplicates. This effect lasts for 1 minute, and you must concentrate on this ability as if you were concentrating on a spell.
Each duplicate acts independently from the others, as in the Simulacrum spell, and any effect that was active on you when you used this feature is also active on the copies, for the same duration. However, your current hit points at the moment you use the feature are divided evenly among yourself and the duplicates, though you retain any odd hit points from the process. For example, if you have 60 hit points when you use this feature, one duplicate would leave you both with 30 hit points; two duplicates, 20 hit points; three duplicates, 15 hit points.
If a duplicate’s hit points are reduced to 0, the duplicate vanishes and you take 2d8 psychic damage. In combat, they share your statistics, including racial, class, and subclass features, as well as features of limited use, like spell slots. If you are subject to an effect that damages you and one or more of your duplicates, you make the concentration check to maintain your duplicates at disadvantage.
Fey Covenant
Feywild Guide
At 1st level, You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms:
(Blink Dog, Flying Sword, Mephit (Mud, Smoke, or Steam), Pseudodragon, or Needle Blight).
Runic Discord
At 3rd level, when you roll a 1 or a 2 on your Runic Empowerment die when using your Runic Empowerment feature, you can reroll the die and use the higher of the two rolls. Immediately after you reroll your Runic Empowerment die, roll a d20. If you roll a 1, roll on the Runic Discord Table, as you are suddenly possessed by a fey mood. The result determines the effect that happens at the start of your next turn.
Runic Discord Table
D12 |
Effect |
1 |
You are taken by an impulsive and nefarious fey spirit, and must immediately charge in a random direction, headbutting the first creature or object in your path.
Roll a d8, and your DM will determine the direction. You must use all of your available movement speed to sprint in the determined direction, or until you are within melee range of a creature or object. Any creature struck by this ability must succeed on a DC 13 Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. |
2 |
You are possessed by a quickling spirit. Your movement speed increases by 20 feet for 1 minute, and you must use all of your movement speed on each of your turns for the duration. |
3 |
You are transformed into a Flumph for 1 hour or until dispelled, as though the Polymorph spell had been cast on you. |
4 |
Each creature within a 15-foot radius sphere centered you, including you, is enlarged or reduced for 1 minute or until dispelled, as though the Enlarge/Reduce spell had been cast on them. For each creature affected, flip a coin, or roll any even-sided die. If tails or an odd roll, the creature is reduced. If heads or an even roll, the creature is enlarged. |
5 |
You are compelled into a feverish, farcical dance. Any creature that can see you must succeed on a DC 15 Charisma saving throw or be stunned for 1 round by laughter or sheer astonishment. |
6 |
For 1d6 days, everything you do is accompanied by the narration of fey spirits, granting you advantage and a +5 bonus to any charisma check you make. |
7 |
For the next minute, instead of using your movement speed on your turn, you can teleport to an unoccupied space you can see within 30 feet of you. |
8 |
You burst into a Rage, but instead of being fueled by anger, it is driven by the sudden onset of depression and sorrow. Refer to Chapter 3 of the Player’s Handbook for rules on the Barbarian class’s Rage feature. |
9 |
You transform into a number of beasts equal to your proficiency modifier for 1 minute, controlled by your DM, who will determine which beasts you transform into, but they must all be below a challenge rating of 2. Once the duration has passed, you magically appear at one of the creature’s locations. If all of the creatures die before the duration has passed, you appear in the location of the last one to die, and take 3d6 psychic damage. |
10 |
You gain the Hasted effect, as though the Haste spell had been caste on you. |
11 |
You cast the Conjure Animal spell with no material components through a randomly chosen single orifice of your body.while no physical damage is taken, you must make a wisdom save or suffer 1d6 psychic damage wondering how you did that.
You instantly cast the Summon Beast spell without any of the required components, though instead of manifesting in an occupied space you can see within range, the beast is called forth from a single, randomly determined orifice on your body. You are left with no lingering physical damage, but you and any creature who witnessed this effect must make a DC 20 Wisdom saving throw or suffer 1d6 psychic damage over wondering what the hell just happened. |
12 |
You choose which of the effects occurs. |
Harmonic Call
At 7th Level, you can use an action to spend 4 mana points to call a number of beasts, fey, or elementals within 1 mile of you to come to your aid for the next hour. After the duration has passed, any remaining creatures are dismissed and return to where they came from. The creatures must have a combined challenge rating of 3 or less. For example, this feature could call a single CR 3 creature, or a CR 1 and a CR 2 creature, or three CR 1 creatures, or six CR ½ creatures, or twelve CR ⅛ creatures, etc.
If you use attempt to use this feature while it is already in use, the creatures that were originally called forth are dismissed as new creatures come to heed the call.
Feywild Decree
At 11th level, you are immune to magical sleep. Additionally, you can use your action to spend 5 points to end one effect on yourself that is causing you to be charmed or frightened.
Feywild Guardian
At 15th level, your connection to the Feywild has deepened. When you cast Find Familiar, you can choose one of the normal forms for your familiar, one of the special forms listed in the Feywild Guide feature, or one of the following special forms: Animated Armor, Dryad, Fire Snake, or Hippogriff.
Runic Harmony
At 18th level, you can use an action to spend 7 mana to attempt to turn any summoned creature, or any creature not native to the plane you are currently on, into your ally. The target must make a Charisma saving throw vs a DC of your Rune Warrior level + your Charisma modifier (minimum of 1). On a failed save, the target is Charmed by you, as it under the effects of the Dominate Monster spell.
Celestial Covenant
Light-forged
At 1st level, you know the following cantrips: Dancing Lights, Light, and Word of Radiance. Charisma is your spellcasting ability for these cantrips.
Runic Mending
At 3rd level, you can use a bonus action to roll a Runic Empowerment die per mana point spent, up to your proficiency bonus, healing an ally for half of the value rolled, rounded down (minimum of 1).
Radiant Purity
At 7th level, the divine energy coursing through your runes makes you immune to disease and poison. Additionally, whenever you make a saving throw against a curse, you may spend 3 mana to reroll the saving throw, using the higher of the two rolls.
Runic Splendor
At 11th level, Runic Mending now heals allies for the full value rolled on your Runic Empowerment die, instead of half.
Radiant Glory
At 15th level, you can use an action to spend 5 mana points to make your runes glow brightly for 1 minute. Until the effect ends, you shed bright light in a 60-foot radius and dim light for an additional 60 feet, dispelling magical darkness within a 120-foot radius of you.
When you use this feature, all hostile creatures within a 60-foot radius of you must succeed on a Wisdom saving throw vs a DC of 8 + your proficiency bonus + your Charisma modifier or take 4d8 psychic damage and be Blinded for 1 hour. Creatures that were in darkness or magical darkness immediately before you use this feature make the saving throw at disadvantage, and creatures sensitive to light automatically fail the saving throw.
Angelic Stride
At 18th level, you can use an action to spend 10 mana to gain a flying speed of 30 feet for 1 round. (if you have an additional ability that gives you flight, this ability adds an additional 30 ft. of fly speed.) While you have this flying speed, you are immune to being Blinded, Charmed, Deafened, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, or Stunned.
At the start of your next turn, and on the start of each turn thereafter, you can use your bonus action and your reaction to spend 5 mana points to extend the duration of the effect for another round.
Infernal Covenant
Infernal Resilience
At 1st level, you gain resistance to fire and poison damage, and are immune to the poisoned condition.
Devil's Due
At 3rd level, you can use a bonus action to spent 2 mana points to activate Devil’s Due. Until the start of your next turn, you have resistance to damage from non-magical bludgeoning, piercing, and slashing attacks that aren’t silvered.
If you receive damage before the end of your next turn, you can add half of the damage you received as extra damage to your next successful attack before the end of your turn. However, for every 10 hit points you lose while this feature is active, you must spend an additional mana point to maintain this effect. For example, if you receive 40 slashing damage while this effect is active, you will take only 20 damage due to resistances, but must spend 2 mana to maintain the effect, and can deal 20 extra damage on your next attack before the end of your turn.
At 7th level, Devil’s Due grants resistance to all damage types except radiant for the duration of the effect.
Devil's Cunning
At 7th level, whenever you roll a saving throw vs a spell or spell-like effect, you may add your Intelligence modifier to the saving throw, even it is already normally included in the bonuses applied to the saving throw.
Hell's Bargain
At 11th level, you may use a bonus action to spend 3 mana points to mark a target for 1 minute. For the duration, whenever you take damage of any type, the marked target takes half of the damage you received as psychic damage. At the end of each of its turns, the marked target can make a Wisdom saving throw vs your Rune save DC. On a successful save, the target is no longer marked.
Infernal Vision
At 15th level, whenever you use your Arcane Sight feature, you also gain True sight out to a range of 60 feet for the duration.
Ring of Hellfire
At 18th level, you can use an action to spend 8 mana points to summon an aura of hellfire that encircles you in a 15-foot radius for 1 minute.
When you cast this feature, you can designate a number of creatures you can see to be unaffected by it, up to your proficiency modifier. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw vs your Rune save DC. On a failed save, the creature takes 8d8 fire damage. On a successful save, the creature takes half as much damage. This feature ignores resistance and immunity to fire damage.