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Runemaster


Hit Points

Hit Dice: d8 per Runemaster level
Hit Points at first Level: 8 + Con Modifier
Hit Points at Higher Levels: d8 (or 5) + Con Modifier

Proficiences

Armor: Light, Medium, Heavy
Weapons: Simple Weapons
Tools: Smith's Tools
Saving Throws: Strength, Wisdom
Skills: Choose three from Athletics, History, Intimidation, Perception, Religion, Survival

Class Features

Runic Path

At 1'st Level, you gain a Runic Path for you to choose. These are detailed below.  

Rune Magic

Rune magic is the magic that you will get as you become more powerful. At third level, you gain the ability to use runes. You can prepare a number or Runes equal to your Wisdom Modifier + half your Runepriest level rounded down (Minimum 1).

When you activate a rune, you may go into a rune state. The rune states are described here. Rune states last for 1 minute after you enter them and you cannot enter a rune state again until you finish a long rest. The runes are detailed below.

You may choose which rune state you go into when you activate your first rune, you can use a Bonus Action to make the state take effect at the end of your turn or you can wait until the start of your next turn to enter the rune state.

You must also decide whether you gain the benefits from the rune state, or whether allies gain the benefit of the rune state. You cannot have both, unless stated.


Starting Equipment

  1. (a) Mace or (b) Warhammer
  2. (a) Chain Shirt or (b) Chain Mail
  3. (a) An Explorer's pack or (b) a Dungeoneer's pack


Spellcasting

Cantrips

At 1st Level, you know two cantrips of your choice from the Runepriest's spell list. You learn additional cantrips at 5'th and 10'th Levels.  

Preparing and casting spells

The Runepriest table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of 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 runepriest spells that are available for you to cast, choosing from among the Runepriest spell list. When you do so, choose a number of Runepriest spells equal to your Wisdom modifier + your Runepriest level. These spells must be of a level for which you have spell slots.  

Spellcasting Ability

Wisdom is your spellcasting ability for Runepriest spells. The power of your spells come from divine runes. You can use your Wisdom whenever a Runepriest spell refers to your Spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Runepriest spell you cast and when making an attack roll with one.  
  • Spellsave DC = 8 + Proficiency Bonus + Wisdom Modifier
  • Spell attack modifier = Proficiency Bonus + Wisdom Modifier


LevelProficiencyFeaturesRune LevelRune SlotsCantrips123456789
1+2Runic Path, Spellcasting--22--------
2+2---23--------
3+2Rune Magic, Rune Crafting11242-------
4+2Ability Score Improvement11343-------
5+3Runic Path Feature123432------
6+3Runic Calling223433------
7+3Runic Path Feature2334331-----
8+3Ability Score Improvement2334332-----
9+4-33343331----
10+4Rune Blessed Forge34443332----
11+4Runic Path Feature344433321---
12+4Ability Score Improvement444433321---
13+5-4544333211--
14+5Rune Crafting Improvement5644333211--
15+5Runic Path Feature56443332111-
16+5Ability Score Improvement57443332111-
17+6-674433321111
18+6Greater Rune Blessed Forge684433331111
19+6Ability Score Improvement694433332111
20+6Rune Master6104433332211

Created by

ThePsychopath.

Statblock Type

Class Features

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