Rune Scribe - GM Binder
Rune Scribe - GM Binder
Rune Scribe
Runes can make use of your own magical power to
A rune scribe masters the secrets of the runes of power –
augment some of their effects. You gain a number of spell
ancient sigils that embody the fundamental magic of
slots equal to a full caster, but this prestige class does not
creation. Rune magic is exceedingly rare: some of its
grant spells known. Instead, as a rune scribe, you can
secrets have been lost, and what lore remains is jealously
expend your spell slots to empower runes, as described in
guarded. Few rune scribes share their lore with others.
the “Rune Magic” section below.
Indeed, most rune scribes take on new students only if
For the purpose of multiclassing, to determine your total
doing so allows them to gain access to a forgotten or
spell slots, add your levels in rune scribe to your levels in
missing rune. You must meet certain prerequisites, listed
classes that grant you the Spellcasting feature. For
below, in order to multiclass in or out of this class.
example, if you are a rune scribe 4/wizard 6, you would
have the spell slots of a 10th-level character, in addition to
Prerequisites having the cantrips and spellbook of a 6th-level wizard.
Dexterity 13. Rune scribes need agile fingers to Choose Intelligence, Wisdom or Charisma, your spell DC
master the intricate patterns of a rune. equals 8 + proficiency + your chosen ability score modifier.
Charisma, Intelligence or Wisdom 13. Rune lore You learn the Runic Writing cantrip.
requires intense study and knowledge.
Proficiency in the Arcana skill. Rune mastery Etch Brand
requires an understanding of arcane lore.
While attuned to a rune you may spend 10 minutes etching
Character level: Your levels in this class can never
exceed half of your total character level. a brand of a rune onto a weapon, up to 20 pieces of
Complete a special task. You must find a master ammunition or a creature. You may also do this once at the
rune in order to gain a level in this class. All subsequent end of any short or long rest.
levels also require you to locate a new rune and spend While etching the rune brand you may empower it with a
time unlocking its secrets. 3rd level spell slot, when you do this you do not regain the
spell slot until the rune brand is removed.
Hit Points If you attempt to scribe a rune’s brand while it is on
another item or creature the first one ends. If you try to
Hit Dice: 1d8 per rune scribe level scribe a second brand on an item the first brand ends. If
Hit Points at 1st Level: 8 + your Constitution modifier you shoot branded ammunition with a branded weapon
only the ammunitions brand applies.
Proficiencies
Tools: Calligrapher’s supplies, mason’s tools,
Scribe Runic Glyph
woodcarver’s tools Beginning at 2nd level you may expend a spell slot and
Saving Throws: None spend 10 minutes scribing a glyph of a rune on a surface,
Skills: None the surface must be at least a square foot in size but need
not be perfectly flat. After you finish scribing the rune it
Equipment glows brightly for a minute then fades to be nearly
invisible, the rune can be seen by making a successful
The rune scribe prestige class does not grant any special
Intelligence(investigation) check against your spell DC. The
equipment.
rune lasts for 1 hour and you must concentrate on it as if
you were concentrating on a spell. Each rune has a specific
Rune Lore trigger.
At 1st level, you learn the basics of scribing runes, and are You may instead scribe the rune using 100gp of diamond
able to activate more of a master rune’s full range of dust per spell slot level, when scribed this way the glyph
properties. The Rune Magic page contains information on lasts until triggered or dispelled and doesn’t require
master runes and descriptions of runes and their concentration.
properties.
The first rune you master is the rune you found and Sovereign Brand
presented to your tutor to qualify for this prestige class.
Beginning at 3rd level you may use your etch brand
Your entrance to the class includes the process of
feature with a rune you are not attuned to or a rune you
mastering that rune’s secrets.
have already etched without having it end, you may only
have one rune etched this way.
1
Living Rune
Runes are a part of the living world, and your studies allow
you to connect to their magic in increasingly powerful
ways. At 4th level, you learn to incorporate rune magic into
your identity, allowing you to augment your body and mind.
At the end of a long rest, you can choose to increase one
ability score of your choice by 2 or increase two ability
scores of your choice by 1. At the end of each subsequent
long rest, you can alter this choice, reducing the scores you
previously increased and improving different scores. (If
you chose to increase two abilities, you can opt to alter
only one of those choices.)
Rune Mastery
At 5th level, you attain the ability to master an ever-greater
range of runic magic. When you attune to a rune, you can
choose to have it not count toward your limit of attuned
magic items. You can be attuned to only one such rune in
this manner at a time. You can use this ability again after
you end your attunement to a rune.
Cantrips
Runic Writing
Conjuration cantrip
Casting Time: 1 action
Range: Touch
Components: S
Duration: 1 minute
You trace lines in the air or on a surface with your finger
or an object you are holding. Magic coalesces into visible
lines along a path you trace, the line can be of any
reasonable thickness. The lines are translucent and emit
dim light within 5 feet.
After the spell's duration the writing blurs to a glowing
smoke before dissipating into nothingness, this happens
sooner if the writing is disturbed such as by a creature
walking through it. You may also cause this to happen by
using a bonus action.
2
Duration: Instantaneous
Master Runes Trigger: A creature comes within 5 feet
When you create this glyph you can set a direction.
Orb of the Stein Rune When triggered a gust of wind lashes out cutting and
pushing who tripped it, the triggering creature must make
Crushing a dexterity saving throw or 1d6 slashing damage and be
Runic Brand pushed back 30’.
Target: Any weapon or ammunition. When creating the glyphs you may create an extra glyph
Effect: The weapon’s damage type changes to and the damage increases by 1d6 for every odd spell slot
bludgeoning and the size of the first dice increases by 1. level above 1st.
Enhancement: Each time you hit a creature with this
weapon you may knock it back 5 feet as long as it is no Wind Step
more than 1 size larger than you. Runic Spell
Casting Time: 1 reaction
Shattering Range: self (radius 10 feet)
Runic Spell Glyph Components: V, S, M(Pennant of the Vind Rune)
Duration: 1 minute
Duration: Instantaneous
Trigger: A creature comes within 5 feet
As an action you scribe the vind rune in the air and a
The ground shakes violently, crumbling and breaking,
willing creature within 10’ of you immediately fly 20 feet up.
each creature within a 15’ square centered on the glyph If you do not land at the end of this flight, you fall. You may
must make a dexterity saving throw or take 1d4 also use this feature as a reaction, creating a cushion of air
bludgeoning damage and be knocked prone. In addition below any creature within 10’ of you, this cushion
the area becomes difficult terrain until the spell ends. effectively reduces the distance you have fallen by 20’.
When using a spell slot above 1st the area increases by You may spend a spell slot to increase the effect by 20’
5’ and deals an additional 1d4 bludgeoning damage. for each level of spell slot.
Gale Wind
Runic Glyph
3
You may spend a spell slot when you cast this spell,
Steel Spike
when you do, you may create an additional number of
Runic Spell
pillars equal to the spell slot spent. Each pillar is a cylinder
Casting Time: 1 action
5 feet wide and 10 feet tall. The pillars have an AC of 13
Range: 80’
and 15 hit points, they are immune to psychic and poison
Components: V, S, M(Pennant of the Vind Rune)
damage, vulnerable to fire damage and gain temporary hit
Duration: Instantaneous points when hit by cold damage equal to the damage dealt
A steel dart is created and is propelled towards an instead of taking damage. In addition the area’s size
enemy within range. Make a ranged spell attack against increases by 10’ for every 2 levels of spell slot.
the target. On a hit the target takes 1d8 piercing damage. Still water begins to freeze if it is in the area, being thick
This spell’s damage increases by 1d8 when you reach enough after 1 minute to support a medium creature or up
5th level(2d8), 11 level(3d8) and 17th level(4d8). to 500lbs.
You may spend a spell slot to target an additional
creature for every 2 levels of spell slot spend. In addition Runic Attunement
when cast this way it always deals 4d8 damage. While attuned to this rune,
4
When creating the glyphs you may create an extra glyph
Heart of the Zivot Rune (Life) and the damage increases by 1d6 for every odd spell slot
level above 1st.
Rejuvenate
Runic Brand Light from within
Target: Any creature. Runic Spell
Effect: Whenever the creature regains hitpoints it also Casting Time: 1 reaction
gains temporary hit points equal to your level in this class,
Range: 60’
this number can never exceed the hit points regained.
Components: V, S, M(Jewel of Shid Rune)
Enhancement: Once per long rest, you may spend a
Duration: Instantaneous
bonus action to regain 2d6+your intelligence score hit
You target a creature within range and light engulfs it.
points.
The creature must succeed on a Constitution saving throw
or take 1d6 radiant damage,
Surge of Recovery
Runic Spell Glyph
Runic Attunement:
Duration: Instantaneous
While attuned to this rune,
Trigger: A friendly creature within 60 feet is bloodied or
unconscious, you choose when you create the glyph. You have resistance against necrotic damage.
When triggered the creature regains 2d4 hit points for You may cast the daylight spell targeting only this object
each level of spell slot used. without expend a spell slot, once you cast it this way you
cannot do so again until you finish a long rest.
Stay Death
Runic Spell Crystal of the Mysal Rune (Psychic)
Casting Time: 1 reaction
Range: 120’ Mind Drain
Components: V, S, M(Heart of the Zivot Rune) Runic Brand
Duration: 1 minute, concentration Target: Any weapon or ammunition.
For the spells duration a creature does not die for having Effect: The weapon's damage type becomes psychic.
3 failed death saving throws. If the spell ends while the Enhancement: The weapon deals an extra 1d6 radiant
creature is still unconscious and has 3 death saving throws damage on hit.
the creature dies, even if it had since stabilized.
You may spend a spell slot while casting this spell, if you Mind Blank
do you may add a number of successful death saving Runic Spell Glyph
throws equal to the spell slot used. If you spend a spell slot Duration: 1 minute, concentration
of 4th level or higher the target regains 1 hit point per spell Trigger: A creature enters within 5’ of the glyph.
level spent. The creature must make an Intelligence saving throw.
On a failure, the creature takes 2d8 psychic damage plus
Runic Attunement: 1d8 psychic damage per level of the expended spell slot
While attuned to this rune, and the creature cannot see you for the spell's duration.
On each of your turns you may spend a bonus action to
At the end of a short or long rest you gain temporary hit
deal 1d8 psychic damage to the creature, when you do the
points equal to twice your level in this class. creature may make another intelligence saving throw. On
You have the spell cure wounds prepared, when casting
a success the spell ends.
this spell you use your runic scribe spellcasting
modifier. Command
Runic Spell
Jewel of Shid Rune (Light) Casting Time: 1 action
Range: 60 feet
Searing
Components: V, S, M(Crystal of Mysal Rune)
Runic Brand
Duration: Instantaneous
Target: Any weapon or ammunition.
You send a telepathic message at a friendly target. The
Effect: The weapon's damage type becomes radiant.
target may spend a reaction to respond.
Enhancement: The weapon deals an extra 1d6 radiant
When you cast this spell you may spend a spell slot, for
damage on hit.
each level of spell slot spent you may send the message to
Blinding Light an additional target. When a target responds all other
targets hear their response as well. If you spend a slot of
Runic Spell Glyph
3rd of higher the targets may respond as a free action
Duration: Instantaneous
instead.
Trigger: When triggered, the triggering creature must
make a constitution saving throw or take 1d6 radiant
damage per spell level and be blinded until the end of their
next turn.
5
Enhancement: The first time this weapon hits with an
Runic Attunement
attack the target must succeed on a constitution saving
While you are attuned to this rune
throw or be poisoned until the end of their next turn.
You know the mage hand cantrip
You have resistance to force damage. Sudden Bloom
Runic Spell Glyph
Vestige of the Halot Rune (Death) Duration: 1 minute, concentration
Trigger: A creature enters within 5’ of the glyph.
Shield of Death The area around the glyph is quickly overgrown with
Runic Brand plants and life. The area within 10 feet of the glyph
Target: Any weapon or ammunition. becomes thick and overgrown. A creature moving through
Effect: The weapon's damage type becomes necrotic. the area must spend 3 feet of movement for every 1 foot it
Enhancement: When you kill a creature with this moves.
weapon, you gain temporary hit points equal to the When you cast this spell with a spell slot above 1st, the
scriber's rune scribe level + their spellcasting modifier. area increases by 10 feet per slot level.
When you cast this spell you may expend a spell slot,
when you do you may learn an additional detail per level of
spell slot spent.
Runic Attunement
While you are attuned to this rune
6
Remnant of the Kwas Rune Rod of the Lyn Rune
Stack of Acid: Quicken
The remnant of the Kwas rune applies a special type of Runic Brand
acid that burns stronger and longer the more is applied. Target: Any weapon
Each of the features of this rune applies a certain number Effect: The weapon's damage type becomes lightning.
of stacks of acid, Enhancement: This weapon's reach is considered to be
5 feet longer for the purpose of triggering opportunity
at the start of a creature's turn they take 1d4 acid attacks. When using your reaction to make an opportunity
damage per stack, then then number of stacks is attack you may move 5 feet before, this movement does
reduced by 1. not provoke opportunity attacks.
This damage happens as one effect.
A creature may use its action to scrape or wash the acid Storm
off itself or another creature, when they do so all stacks Runic Spell Glyph
are removed. Duration: Instantaneous
Trigger: A creature enters within 5’ of the glyph.
Caustic Lightning springs from the rune arcing to the creature
Runic Brand
and jumping to another creature within 30’. A creature
Target: Any weapon or ammunition.
must make a dexterity saving throw. The target takes 2d8
Effect: The weapon's damage type becomes acid.
lightning damage on a failed save, or half as much damage
Enhancement: The first time this weapon hits with an on a successful one.
attack the creature gains 1 stack of acid.
For each spell slot above 1st the target takes an extra
1d8 damage, for every 2 spell slots above 1st you may
Vitriol make another glyph.
Runic Spell Glyph
Duration: Instantaneous Lightning Whip
Trigger: A creature enters within 5’ of the glyph. Runic Spell
The glyph explodes with a splash of acid. Each creature Casting Time: 1 reaction, which you take when a
within 5’ of the glyph must make a dexterity saving throw creature comes within 10 feet of you.
or have 3 stacks of acid added to them and immediately Range: 10 feet
take damage from the acid.
Components: V, M(Spark of the Lyn Rune)
When you cast this spell with a spell slot above 1st, the
Duration: Instantaneous
creatures gain an additional stack of acid per spell slot
You whip a lash of lightning at the target, make a melee
above 1st.
spell attack. On a hit the target takes 1d4 lightning
damage. If the target attacks you after being hit they take
Coat Weapon
an extra 1d4 damage.
Runic Spell
The damage this spell does on a hit increases by 1d4
Casting Time: 1 action Action
when you reach 5th level(2d4), 11th level (3d4) and 17th
Range: 60 feet
level (4d4)
Components: V, S, M(Remnant of the Kwas Rune)
When you cast this spell you may expend a spell slot,
Duration: Instantaneous
when you do the damage the target takes for attacking you
You cause acid to form harmlessly upon a weapon or
increases by 1d4 for each level of spell slot spent.
ammunition waiting to cling to a new target. The next time
a creature is hit with the weapon or ammunition it gains 1 Runic Attunement:
stack of acid. While attuned to this rune
When you reach 5th level, the attack deals an extra 1d4
acid damage, this increases to 2d4 at 17th level When you You have resistance to lightning damage
reach level 11, the weapon or ammunition causes the When rolling lightning damage, you may exchange 2d8
creature to gain 2 stacks of acid. for 1d20 and 2d4 for 1d10.
When you cast this spell you may expend a spell slot,
when you do whenever the attack causes a number of acid
stacks equal to the spell slot spent to deal 2d4 damage
immediately and be removed.
Runic Attunement
While you are attuned to this rune
7
Enhancement: When you make a weapon attack you
Pearl of the Sila Rune may teleport 20 feet before you make the attack. If the
attack hits it deals an extra 2d8 thunder damage. Once you
Force use this feature you must finish a short rest before you can
Runic Brand
use it again.
Target: Any weapon or ammunition.
Effect: The weapon's damage type becomes force. Rebuke
Enhancement: Once per round you may make a weapon Runic Spell Glyph
attack at a creature as if you were in a space 10 feet from Duration: 1 minute, concentration
where you are. Trigger: A creature attacks the designated creature
while within range of the glyph.
Blockade When you create this glyph you may designate one
Runic Spell Glyph
creature, that creature cannot trigger the glyph. A wave of
Duration: 1 minute, Concentration
thunderous force sweeps out from the glyph, Each
Trigger: A creature enters within 5’ of the glyph.
creature in a 15-foot cube originating on the glyph must
A wall of force expands out from the glyph. A creature make a constitution saving throw. On a failed save, a
must make a dexterity saving throw. On a failed save you creature takes 2d8 thunder damage and is pushed 10 feet
choose which side of the wall the creature is on, on a away. On a successful save, the creature takes half as
successful one the creature chooses. much damage and isn’t pushed.
The wall is a 15 foot square, is translucent and ¼ inch For every 2 levels of spell slot about 1st the glyph can
thick. The wall has an AC of 16 and 30 hit points. trigger an additional time.
For each spell slot above 1st the target has an additional
10 hit points damage, for every 2 spell slots above 1st you Repeal
may make an additional square attached to the first. Runic Spell
Casting Time: 1 action
Trap Force Range: 10 feet
Runic Spell
Components: V, M(Slate of the Hrom Rune)
Casting Time: 1 reaction, when a ranged attack hits
Duration: Instantaneous
you
You unleash a thunderous boom towards a creature
Range: 60 feet
near you, the target must make a constitution saving throw
Components: V, M(Pearl of the Sila Rune)
or be pushed back 10 feet and knocked prone.
Duration: 12 seconds, concentration When you cast this spell you may expend a spell slot to
You attempt to trap the attack in a bubble of warped deal 2d8 thunder damage per spell slot spent on a failed
space. Make a concentration check as if the attack hit you. save or half as much on a successful one.
On a fail the attack hits you as normal and you are knocked
prone. Runic attunement
While concentrating on this spell you may spend an While attuned to this time
action to let out a fraction of the force, reducing the
damage of the attack by half of its original total. If this You have resistance to thunder damage
reduces the damage to 0 this spell ends. You may cast thunder step without expending a spell
You may spend a spell slot when you cast this spell to slot. Once you do this you must finish a long rest before
gain a bonus to any concentration checks on this spell you can do this again.
equal to the spell slot spent.
Runic attunement
While attuned to this time