*WARNING THIS PRESTIGE CLASS IS NOT FOR THE FAINT OF HEART AND A SPECIAL QUEST MUST BE ACCEPTED AT LEVEL 10 IN ORDER TO USE IT. IT WILL ERASE ALL YOUR CLASS LEVELS.* An ancient profession, not faint for the heart, has been long since abandoned due to its inherent risk and complexity. Many people discarded it due to its impracticality and unpredictability. This art combines both faith and sorceries into a beautiful portrait that is given a different meaning depending on the user.
Rune Sage: (10) At level 10, you gain access to a Lexicon. A Lexicon is a book of magical secrets that allows one to wield the powers of runic magic. It starts empty, but as you start to unravel the secrets of the ancient language, you can jot down more. You can inscribe a rune with a bare hand in the air and if its in the lexicon it will appear in the air, with a colourful stream the matches the soul of the one who etched it. Master Rune: (10) Every Rune Scribe has a their own style and therefore their own Rune that they conceived. Your GM will help you with the specifics. This Rune is very powerful and can be used on its own or in conjunction with other runes. You also may find other Master Runes out in the world, useless objects to anyone who is not a rune sage but a priceless item to the world-weavers. You need to attune to a Master Rune in order to use it and may only be attuned to one at a time. Knowledge of the World: (10) You gain expertise in Arcana and Religion. Runic Scribe: (11) Your extensive time spent reading and studying runes has changed you. You gain the ability to read and write, but not speak two non-secret languages of your choice. You also gain expertise in two skills you are proficient in. Runic Shield: (11) For every rune you cast in a turn once you've reached level 11, you gain +1 AC until the end of your next turn. Living Rune: (12) Runes are apart of the living world and your studies allow you to connect to their magic in increasingly powerful ways. At 12th level, you learn to incorporate rune magic into your personality allowing you to augment your mind and body. At the end of a long rest, you are able to reallocate your ability increases given to you by the World-Weaver Class. Defiant Word: (13) The way of the Defiant Word holds that runes, wherever they are inscribed, provide strength not merely by the power they employ, but by binding together an object or a person and the concept held within a rune. Whenever an enemy misses you with an attack, you gain a bonus to all damage rolls against that enemy until the end of your next turn. The bonus equals your Wisdom modifier, for every attack that has missed you. Runic Regeneration: (15) You learn the "Mana" Rune, if you add this rune into a combination, you regain 2 mana after casting the spell. Improvisation!: (16) Starting at level 16 you may add a word that you do not know to the end of a combination as a free action. You can do this once per day. You regain the use of this feature after a long rest. The Spark: (17) You have a spark of genius and learn 5 words of your choice (any category) Mana Mastery: (19) The "Mana" Rune now regains 3 mana after casting the spell. The Perfect Rune: (20) You have perfected your master rune.
You start with the following items, plus anything provided by your Background • (a) a Firearm or (b) 5 Daggers • (a) Weaver's Tools or (b) Calligrapher's Supplies • (a) a Scholar's Pack or (b) an Explorer's Pack • A Lexicon with the four basic runes inside.
You learn five basic runes that make up the world. Casting one rune requires a movement action, two runes requires expending a bonus action, or an action to cast four runes. Casting runes also requires expending one Mana per rune cast. A cast rune will stay in effect until the end of your next turn or until another rune is cast that completes a runic combination. You have a reserve of Mana equal to your Intelligence Modifier + your Wisdom modifier + your character level. You regain all of your expended Mana at the end of a short or long rest. You have a Runic Magic DC equal to 8 + your proficiency bonus + your Intelligence modifier or your Wisdom modifier(minimum of 1). You get to pick 2 Effect Words, 1 Shape Word, 1 Range Word, and 1 Intent Word, at level 10. Every level afterwards, you can pick 2 words from any category. The words are broken down into four categories: Effect, Shape, Range, Intent Effect words are things like: Fire, Charm, Darkness, Poison, etc. Shape words are: Sphere, Cone, Cylinder, Multiple, etc Range words are: Self, Touch, Short, Long, etc. Intent words are where the spell gets flavour, such as: Harm, Heal, Confuse, Distract, Disable etc. A good general rule to think of is: 2 runes cast is equivalent/ slightly worse than a level 1 spell, and for every added rune, it increases the spell level by 1.