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| Additionally, any creature within 30ft of you that expend a Ht Die uses the maximum result of the die instead of rolling. | | Additionally, any creature within 30ft of you that expend a Ht Die uses the maximum result of the die instead of rolling. |
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| Rune Scribe
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| Legends say that rune magic is the most ancient arcane art to be mastered by mortals. Savants who dedicate their lives to the study of these Runes are known as Rune Scribes. They learn all they can about these ancient sigils that embody the fundamental magic of creation. The magic of Runes is rarely used, and jealously guarded by those who can wield its power.
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| Student of Runes
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| 3rd-level Rune Scribe feature
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| You gain proficiency in History and calligrapher's supplies, and your proficiency bonus is doubled for any check that uses either proficiency. If you're already proficient in History you gain proficiency in another skill from the savant skill list.
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| You can also speak, read, and write two of the following Runic Languages, which are used to inscribe the Runes you learn: Draconic, Druidic, Dwarvish, Giant, or Primordial.
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| Runes of Power
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| 3rd-level Rune Scribe feature
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| You have learned the artful and ancient magic of Runes.
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| Runes Known. You know two Runes of your choice from the list at the end of this Discipline. Some Runes have a level prerequisite, which you can learn when you meet that level.
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| You learn one additional Rune of your choice when you reach 6th, 10th, 13th, and 17th level in this class.
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| When you gain a level in this class, you can replace one
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| of the Runes you know with another Rune of your choice.
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| Inscribing Runes. During the course of a long rest, you can spend 1-hour using calligrapher's supplies to inscribe a Rune you know onto a non-magical object, inscribing it in a Runic Languages you know. A creature that bears an object inscribed with a Rune gains the passive benefit of that Rune for as long as they wear or wield the inscribed object.
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| A Rune you know can only be inscribed in one object at a time, and inscribing it into another object causes the magic
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| of any previous inscriptions of that Rune to instantly dispel.
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| Invoking Runes. A creature that bears an object inscribed with one of your Runes can use an action to invoke the Rune. A creature must be able to speak the Runic Language of the Rune's inscription in order to invoke the Rune's effect.
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| Once a Rune has been invoked, it cannot be invoked again until the Rune Scribe that inscribed it finishes a long rest.
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| Runic Casting Modifier. Intelligence is your Runic casting ability for your Runes, as you unlocked their power through years of research. You use Intelligence when a Rune refers to your Runic casting ability, when you set the saving throw DC, or when you make an attack roll with one of your Runes.
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| Rune save DC = 8 + your proficiency bonus
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| + your Intelligence modifier
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| Runic attack modifier = your proficiency bonus
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| + your Intelligence modifier
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| Ancient Magics
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| 6th-level Rune Scribe feature
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| The innate power of your Runes has grown. Any object you inscribe with one of your Runes counts as magical for as long as the magic of the inscribed Rune lasts.
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| Also, during the course of a short rest, you can perform a short 10-minute ritual to reawaken the magic of a Rune that has already been invoked for the day, allowing it to be invoked one additional time before the end of your next long rest.
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| Runic Ward
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| 13th-level Rune Scribe feature
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| Your Runes offer a measure of protection to those that bear them. Any creature that bears an object inscribed with one of your Runes gain a bonus to their saving throws equal to your Intelligence modifier (minimum of +1).
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| Moreover, each time you finish a long rest, you can replace one Rune you know with another Rune of your choice.
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| Master Rune Scribe
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| 17th-level Rune Scribe feature
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| You can draw on the magic of your Runes to protect yourself in times of great need. When you are reduced to 0 hit points but not killed outright, you can draw on the latent power of one of your inscribed Runes, instantly dispelling the Rune and any of its effects, to fall to 1 hit point instead.
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| Runes
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| Below are the Runes available to Rune Scribes. If a Rune has a level prerequisite, you can learn that Rune at the same time you meet its prerequisite. Some Runes can only be inscribed in certain objects as detailed in its description.
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| Rune of Enchantment
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| Item: a bracelet, diadem, ring, or necklace
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| Creatures will treat the bearer of this Runic object one stage friendlier than they normally would. For example, a neutral creature would feel compelled to view the bearer as a friend, and a hostile creature would view the bearer neutrally. This treatment instatnly ends if the bearer attacks the creature.
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| The bearer can invoke this Rune to cast its choice of the calm emotions, charm person, or command spell, targeting a total number of creatures equal to your proficiency bonus.
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| Rune of Evocation
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| Item: a melee weapon
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| When you inscribe this Rune choose acid, cold, fire, poison, or lighting damage. When the bearer hits a creature with an attack with this Runic weapon, it deals additional damage of the chosen type equal to one roll of your Intellect Die.
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| When the bearer of this Rune hits with an attack or casts a spell that deals the inscribed damage, it can invoke this Rune to cause a target to take maximum damage instead of rolling.
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| Rune of Illusion
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| Item: a cloak, robe, or suit of armor
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| The bearer of this Runic object can use an action to change its appearance, including height and weight, though it cannot change their size. It can appear as another race, but it must adopt a form that it has seen before. Its clothing, including the Runic object, and equipment do not change.
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| These changes can be detected by a successful Intelligence (Investigation) check made against your Runic save DC.
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| The bearer can invoke this Rune to turn invisible for up to 10 minutes. This invisibility instantly ends if they attack a creature or force a creature to make a saving throw.
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| Rune of Necromancy
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| Item: a belt, ring, or suit of armor
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| The bearer of this Runic object can use its bonus action to grant itself temporary hit points equal to your Intelligence modifier (minimum of 1 temporary hit point).
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| When the bearer of this Rune is reduced
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| to 0 hit points but is not killed, it can
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| invoke the Rune to fall to 1 hit point.
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| Rune of Abjuration
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| Prerequisite: 6th level Rune Scribe
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| Item: a shield, robe, or suit of armor
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| Once per turn, the bearer of this Runic object can reduce the damage they take from a spell or another magical effect by an amount equal to your Intelligence modifier (minimum of 1).
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| The bearer can invoke this Rune to cast counterspell (as a reaction) or dispel magic at a level equal to your proficiency bonus, using your Intelligence as the spellcasting ability.
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| Rune of Conjuration
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| Prerequisite: 6th level Rune Scribe
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| Item: a belt, ring, or shield
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| The bearer of this Runic object can use its action to expend any amount of its remaining speed to instatnly teleport to an unoccupied space of its choice that it can see within that distance, without provoking opportunity attacks.
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| The bearer can invoke this Rune to conjure a creature of
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| its choice that it has seen before with a CR equal to half your proficiency bonus or lower. The creature shares the bearer's initiative in combat and acts immediately after it. The bearer can use its bonus action to command the creature to move and take an action from its stat block. The conjured creature remains for 1 minute or until it is reduced to 0 hit points.
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| While this creature is conjured, the bearer of this object must concentrate on it as if it were concentrating on a spell.
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| Rune of Divination
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| Prerequisite: 13th level Rune Scribe
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| Item: a wand, staff, robe, or spellcasting focus
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| The bearer of this Runic object can cast identify and detect magic as rituals. It also gains a bonus to Wisdom (Insight) checks equal to your Intelligence modifier (minimum of +1)
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| When you inscribe this Rune you roll a d20 and record the result. When a creature within 30 feet of the bearer makes an attack roll, ability check, or saving throw, the bearer can use its reaction to invoke this Rune and replace the creature's d20 roll with the result of the d20 roll you recorded while. The creature can use this reaction after the creature rolls,
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| but before it knows
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| if the target
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| succeeds
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| or fails.
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| Rune of Transmutation
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| Prerequisite: 13th level Rune Scribe
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| Item: a bracelet, diadem, ring, or necklace
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| The bearer of this Runic object gains one of the following features: a 30-foot swimming speed, a 30-foot climbing speed, or their walking speed increases by 10 feet. They can use a bonus action to switch between these three features, but they can only benefit from one of these features at a time.
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| The bearer can invoke this Rune to transform into a beast with a CR equal to your savant level or lower for 1 hour, or until they use an action to revert to their normal form. They take on the beast's statistics and hit points, but they retain their mental ability scores, alignment, and personality. They are limited in the actions they can perform by the nature of their new form, and their gear melds into their new form.
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| When they revert to their normal form, they return to the number of hit points they had before they transformed. If they revert as a result of falling to 0 hit points, any excess damage carries over to their normal form.
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