Rune Bearer: Difference between revisions
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Latest revision as of 16:54, 7 January 2023
Rune bearers are fighters who have studied the ancient power of titan runes, writing them on their equipment. Through long study and intense practice they empower the runes through perfect visualization, evoking their powers for protection and for offense. While this art originated among the dwarves, all races can learn to wield this power.
Level | Features | Runes Known |
---|---|---|
3 | Runic Empowerment, Runic Mastery | 1 |
7 | Superior Student | 2 |
10 | Runic Aura | 3 |
15 | Runic Resilience | 4 |
18 | Runic Resurgence | 5 |
Runic Empowerment
Each rune has a passive effect and an active effect. The active effect must be enabled as specified in the rune description. You can activate your runes a number of times equal to your Intelligence modifier (minimum 1). Expended activations are restored after you finish a long rest.
The passive effects are always present, but if you have multiple engraved runes you can only have one passive effect enabled at any time. You can change which engraved rune’s passive effect is enabled as an action.
Runic Mastery
When you choose this archetype at level 3, you can choose one rune to engrave on your armor. You can choose other runes when you gain a new feature from this archetype. Engraving a rune requires 8 hours of uninterrupted work and 10 gp of inlays, special thread, or other materials.
Superior Student
Starting at 7th level your long practice with visualizations and shapes has given you ancillary benefits. You can always retrace your steps, even in the presence of confusing magic. You also can add double your proficiency bonus when making an Intelligence (Investigation) check to figure out cyphers, solve puzzles, or discern the functioning of a trap.
Runic Aura
Starting at 10th level you can extend the active effect of a rune to all creatures of your choice within 10 feet of you when you activate the effect.
Runic Resilience
Starting at 15th level, you can expend a use of your Runic Empowerment to automatically succeed on a saving throw made to end a condition affecting yourself, even if you cannot otherwise act.
Runic Resurgence
Starting at 18th level, when you roll initiative and have no more uses of your Runic Empowerment, you immediately regain a number of uses equal to half your maximum (minimum 1).
Runes
- Destruction
- When you hit with a weapon attack, you can choose to deal the average damage instead of rolling for damage. This only applies to the damage done by the weapon itself. Once per turn when you hit with a weapon attack, you can activate this rune to deal the maximum damage possible with that attack.
- Protection
- When an enemy makes a critical hit against you, roll 1d20. If the roll is lower than your Intelligence score, the hit is a normal one instead. When you make a saving throw that allows half damage on a success, you can use a reaction to activate this rune. With the rune active, you take no damage or other ill effects on a successful save instead of taking half damage.
- Dominance
- You can use your Intelligence modifier instead of your Charisma modifier for checks involving proficiency in Intimidation. As an action on your turn, you can activate this rune to compel a single creature within 60 feet of you that can see you to grovel. The target must make a Wisdom saving throw; on a failed save they throw down anything they are carrying and go prone. Their speed is reduced to zero until the end of their next turn. On a success they are immune to this effect for 24 hours.
- Independence
- You gain proficiency in Wisdom saving throws. When you must make a Wisdom saving throw against an effect that would charm or incapacitate you, you can activate this rune as a reaction to roll the saving throw at advantage. If you still fail, you roll any follow-up saving throws against that effect at advantage as well.
- Precision
- A 1 on an attack roll is no longer an automatic failure. As a bonus action you can activate this rune. For one minute you ignore all effects that would impose disadvantage on your attack rolls.
Strength. You can add your Intelligence modifier as well as your Strength modifier to any checks involving Strength. Your carrying capacity increases by an amount equal to 5 times your Intelligence score. As a bonus action you can activate this rune. For one minute you treat any roll of 9 or lower on a check to impose a grapple, shove another character, or break a grapple as a 10.
- Movement
- Your speed increases by 10 feet. As an action you can activate this rune to gain a climbing and swimming speed equal to your normal speed for one hour. You can climb without using your hands even across slick surfaces. While this rune is active you are not slowed by difficult terrain.