Runelord Weapons clashing, an elf is beginning to lose ground to the minotaur she is fighting. As the monster swings its axe backwards to finish the fight, the elf traces a strange symbol into the air and in an instant the minotaur is trapped within a column of ice. A human soldier battling on the front lines of a war traces his finger along his greatsword as the blade sparks to life and crackles with electricity. Without much more thought, he quickly slaughters the enemy front lines. In a dark alleyway, a thief has backed a young woman up into a corner. Suddenly, the woman disappears. Standing in her place is a dragonborn with daggers at the ready. Surprised, the thief tries to run, but is quickly taken down by the dragonborn as the young woman watches from the edge of the alleyway. Runelords have found ancient runes that have magical properties granting them extreme adaptablility. They are extremely resourceful with the use of their runes, and are formidible oppenents in battle. Many try to use their abilities to protect others or pursue power, although some prefer to serve justice vigilante style, and even use their runes to break the law. Pursuit of Discoveries Runelords are practitioners of ancient arts that incite runes to cause different effects. Part of their work goes into discovering such runes. As a result, many are already accustomed to an adventuring lifestlye. Runelords are always trying to expand their abilities by discovering more runes to access. Sometimes this leads to them sticking their noses into places they shouldn't. Others though it allows them to find wonders that most would dream of. In combat runelords use their runes both defensively and offensively, but must balance the use of runes with use of thier weapons or risk running out of uses, putting themselves into a sticky situation. Keepers of Lore and History For a runelord, history of countries, civilizations, and the world is of utmost importance. Those who tamper with knowledge of the past at the expense of others quickly become targets of malice from runelords. In addition, runelords put emphasis on studying rituals and

technology of the past, often hoping to put this

knowledge to use in the future somehow or some way. Runelords also tend to gravitate towards positions

that put them into locations of history knowledge, and make excellent archivists and archaologiets. Although you'll find runelords in those positions, most still opt to go out and discover history on their own, recording it and bringing it back to society as they find it, thus growing their sphere of influence and power. Image source: Runic Mage by Alexey Yakovlev

The Runelord Level Proficiency Bonus Features Elemental Runes Transform Runes Charges Per Rune* 1st +2 Rune Usage, Echos of the Ancients 2 1 1 2nd +2 Runelord's Peculiarity, Soft Reset 2 1 1 3rd +2 Expanded Rune 3 1 1 4th +2 Ability Score Improvement 3 1 2 5th +3 Runic Counter 3 1 2 6th +3 Runelord's Peculiarity Feature 3 1 2 7th +3 Multi-Rune Use 4 1 2 8th +3 Ability Score Improvement 4 1 2 9th +4 Runic Resistance 4 1 2 10th +4 Runelord's Peculiarity Feature 4 1 2 11th +4 Runic Counter (2) 4 2 2 12th +4 Ability Score Improvement 5 2 2 13th +5 Multi-Rune Use (2) 5 2 3 14th +5 Runelord's Peculiarity Feature 5 2 3 15th +5 Technological Runes 5 2 3 16th +5 Ability Score Improvement 5 2 3 17th +6 Opponent Breaker 6 2 3 18th +6 Runelord's Peculiarity Feature 6 2 3 19th +6 Ability Score Improvement 6 2 4 20th +6 Rune Bombardment 6 3 4 If a rune doesn't specify number of charges, use this. Creating a Runelord When creating a runelord it is paramount to consider how your character first came into contact with the runes that they use. Was your discovery an accident, or did you go on a quest to find these powers? Do you seek more power even at the expense of others? Or do you use their powers for justice, whatever that may mean to you? Are you searching for the reason behind a specific event in the past? Perhaps you were tasked with finding runes of the ancients by a noble or royal. Or maybe your explorations one day led you to finding a lead on these strage artifacts. Do you use these runes for others or for yourself? Do they make you want to fight more? Or do they provoke you to seek out more lore surrounding them? Your runes are unique to you, so you must keep them close and never let them fall into the wrong hands. Quick Build You can make a runelord quickly by following these suggestions. First, make Intelligence your highest ability score, or Strength if you plan on making a Runeblade. Dexterity should be your next highest, or Intelligence if Strength is your highest ability score. Second, choose the archaeologist background. Class Features As a runelord you gain the following class features. Hit Points Hit Dice: 1d8 per runelord level

1d8 per runelord level Hit Points at first level: 8 + your constitution modifier

8 + your constitution modifier Hit Points at higher levels: 1d8 (or 5) + your constitution modifier Proficiencies Armor: Medium and light armor

Medium and light armor Weapons: Simple weapons, shortswords, longswords, and shortbows

Simple weapons, shortswords, longswords, and shortbows Tools:

Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two from Arcana, History, Acrobatics, Investigation, Insight, Survival, or Perception Equipment You start with the following equipment, in addition to the equipment granted to you by your background: (a) a shortsword (b) a longsword or (c) a light crossbow and 20 bolts

(a) scalemail or (b) leather armor and a shortbow with 10 arrows

Equipment (Continued) (a) an explorer's pack or (b) a scholar's pack

a rune pouch Rune Usage Runes are one of your main sources of power. Your ability to use them comes from finding, studying, and finally attuning to them. Rune attunement is seperate from other kinds of attunement. These must be kept on your person to be used. Runes These are small artifacts engraved with unique glowing symbols. They usually are made out of stone or metal, but wooden ones aren't unheard of. When attuned to a rune, you may trace it's symbol into the air to cause a magical effect to happen. All runes have a casting range of 30 feet unless otherwise stated and can be cast on a single 5ft square within range. Using a rune takes one action and causes that rune to lose a charge unless otherwise specified by an ability. There is a limit to how many times you may use a rune before letting it recharge that correlates with your level. Runes regain all charges on a long rest, and half of the used charges (rounded up) on a short rest. For a list of runes that are available to choose from, please view the rune list. Rune Saves When a rune is used on its own, the target must make a Dexterity saving throw. The DC for this throw, unless otherwise stated, is 8 + your proficiency bonus + your intelligence modifier. The target takes full damage on a failed save, or half that on a successful one. Rune Types There are two major types of runes: Elemental Runes: These runes cause a specified elemental damage against their targets. For damage, roll a number of d6's equal to your proficiency bonus for damage. When contested by counterspell, these count as 3rd level spells. These runes are the more common of the two types.

These runes cause a specified elemental damage against their targets. For damage, roll a number of d6's equal to your proficiency bonus for damage. When contested by counterspell, these count as 3rd level spells. These runes are the more common of the two types. Transform Runes: Transform runes don't cause specific damage, but tend to have effects that either change locations of things, or cause disruptions. When contested by counterspell, these count as 5th level spells. They are more powerful, but are also more rare. Echos of the Ancients Starting at 1st level, your runes give you special insight into places of historical significance, such as ruins or large cities. When you make a history check such locations, it automatically succeeds, and your runes give you details that you may not be able to find in other places such as libraries and archives. Runelord's Peculiarity At 2nd level you select a trait that distinguishes you from other runelords: runeblade, runemaster, runesniper, or runejumper. Your choice grants you features at 2nd level and again at 6th level, 10th level, 14th level, and 18th level. Soft Reset Starting at 2nd level, once every short rest if an enemy succeeds on the rune save against one of your runes, that rune doesn't loose a charge. Expanded Rune Beginning at 3rd level, up to three times between long rests you may choose to give an elemental rune an area of effect with a radius of 10 feet and an extra d8 of damage. All creatures within the area of effect must make a rune save. Ability Score Improvement When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Runic Counter Beginning at 5th level, twice per long rest if you're being attacked by someone within melee range, as a reaction you may counter attack with an elemental rune without using a charge. Starting at 11th level the rune you use to counter with also deals an additional d4 of damage when used in this way. Multi-Rune Use Starting at 7th level, up to three times between long rests when you use your action to cast a rune, you may cast a second rune immediately afterwards. The number of runes you may cast using this ability increases to three at 13th level.



Image source: Fantasy by Svetlin Velinov

Runic Resistance Starting at 9th level up to twice between long rests as an action you may choose to use a charge on an elemental rune to gain resistance to the correlated element for 3 turns. You may not have more than one resistance at a time using this ability. Technological Runes At 15th level, select two runes that you have found. With a little more effort, you realize that they are not magical, but are actually ancient technology. These runes have all of the same effects as normal, but are no longer considered "magical". These runes ignore resistance to magic and anti-magic fields. Opponent Breaker Beginning at 17th level, you have increased the power of your runes to the point at which it breaks those who face you. Up to two times between long rests when making an attack with an elemental rune, you may roll a d20. On an 18, 19, or 20, your rune cannot be dodged and acts as a critical hit. In addition, the target is stunned until the end of their next turn. The opponent breaker feature may not be used in conjunction with any other featurse on your turn, including multi rune use and features that use the bonus action. Rune Bombardment At 20th level your runes become a force to be reckoned with. Once per day you may invoke a rune bombardment against a target. The target must make a rune save at disadvantage. On a failed save they take 3d6 damage of each of the following types: fire, cold, lightning, thunder, poison, acid, force, necrotic and radiant. On a successful save, they take half damage. Runelord's Peculiarity Runelords have many commonalities, but none use thier runes in quite the same way. The peculiarity you choose reflects both your disposition on how runes should be used, and what you can do with them. Runeblade A runelord who takes up the ways of the sword is a sight to behold. Many runelords practice the blade as a way to offset the handicaps of their runes. Those who master the technique of applying their runes to weapons however become formiddable forces in battle. Runeblades, although extremely rare, are sought after for armies, militias, and virtually any group that needs either protection or a skilled warrior to fight by their side. Rune Blades When you take path of the runeblade, starting at 2nd level, as a bonus action you may expend a charge on an elemental rune to cast it onto a sword or dagger that you're holding. For 2 turns, on a hit that weapon does 2d6 damage of the type of the rune that was cast in addition to normal weapon damage. If you cast another rune onto your weapon, the current effect ends. If someone else tries to use the weapon, it loses all magical effects that it had. Rune Transformation Beginning at 6th level, you may use your action to form the essence of a rune a weapon. At the cost of all charges of an elemental rune, you may turn it into a sword. The sword is a a +1 magic sword with finnese that on a hit deals 2d6 slashing or piercing damage plus 2d8 damage of the element of the rune. You have proficiency with this sword and cannot use the rune blades ability on this sword. The sword remains manifested for 3 turns x the number of charges the rune had. Surpassing Runes Starting at 10th level, when you cast a rune onto your weapon, the extra damage done ignores elemental resistances. Runeblade Burst Beginning at 14th level, twice per long rest you, as a bonus action, may cast two elemental runes on your blade. You may then attack twice on your turn. On a hit, the weapon deals 2d8 damage of both element types to the opponent in addition to the weapon's damage. Both runes lose a charge when this ability is used. Chromatic Blade Starting at 18th level, once per day as a bonus action you may cast all damage types onto a blade of your choice. When you do this, your blade shimmers with many colors. On a hit with the weapon, in addition to normal damage, the blade deals 2d6 of each of the following damage types (total 16d6): fire, cold, lightning, acid, poison, force, radiant, and necrotic. After the weapon hits, or after two rounds, the effect fades. Runemaster Those that choose to spend time studying to make their runes more powerful tend to become highly skilled runemasters. A runemaster uses primarily runes to fight, and thus learn the intricacies of what makes the runes unlock higher levels of output. A runemaster depending on disposition may want to work alone doing this, or may choose to find a close friend or two to help test their runes. Potent Runes When you select the path of the runemaster, starting at 2nd level up to 3 times before you complete a long rest you may have an elemental rune do an extra 1d8 of damage. At 10th level this increases to 2d8 Image source: Golden Arcane Circle by Udine

Bestow Rune Beginning at 6th level, you may use your action to use a charge of one of your runes to give an ally that rune to use temporarily. As a bonus action on their turn, they may cast the rune on a target within 30 feet of them. The rune save is 8 + your proficiency bonus + your ally's Intelligence modifier. Prolonged Runes At 10th level you unlock the potential within a rune to make it strike for a longer period of time. Up to two times between long rests, if you cast an elemental rune as your action, you may have that rune strike the same target a second time one turn later without losing a charge. Runic Curse Starting at 14th level, once per long rest as a bonus action you may bestow a curse on a target. For 30 seconds, the target automatically fails saves against your runes, and takes an extra 2d4 damage from runes that you cast on them. Signature Rune At 18th level, you have honed knowledge of one of your runes to a deadly amount. Select one elemental rune from your list of found runes. It deals 2d6 extra damage, ignores elemental resistance, and has an unlimited number of charges. Runesniper Whether applying runes to a bow or not, a runesniper will try to push the range of their abilities to the max. A runesniper makes excellent long range support, but beomces weaker as the distance between them and their opponents becomes smaller. As a result, they must be careful to keep proper distance between themselves and others. Runesnipers tend to be wary of ambush, and are on their guard in case of attack, and are therefore sought after as wall guards in cities, or scouts. Long Distance Runes Taking the path of a runesniper gives you range like no other. Beginning at 2nd level, your runes have a casting range of 120 feet. At 10th level this increases to 160 feet and increases again at 18th level to 200 feet. Rune Arrows Starting at 6th level, as a bonus action you may cast an elemental rune onto an arrow. On a hit, the arrow does 3d6 damage in the type of the rune's element in addition to the damage of the arrow. Detonate Beginning at 10th level, up to one time between short rests as an action you may select a 15x15 foot square within your rune's range. You cast the rune on that area, but it does not immediatly take effect. On any of the next three turns, as a bonus action you may detonate the rune. All creatures within the specified area must make a rune save. They take 5d8 damage in the type of the rune on a failed save, or half of that on a successful one. Only one rune may be activated in this way at a time. "Soft Reset" cannot be used in conjunction with this ability.

Source: Ancient Runes by Chris Knight Flying Rune At 14th level you discover a rune that gives you the ability to fly. This rune does not count against your number of runes found, and only has one charge before it must recharge. When you cast this rune, it gives you a flying speed of 30 feet for five minutes. At the end of the duration if you are still in the air, you fall as if you have feather falling. Clairvoyance Starting at 18th level you have supreme acuracy with your runes. When you use a rune arrow, you may ignore partial and 3/4 cover, and have advantage on the attack roll. In addition, once per combat as a bonus action you may mark a target. If the target is within 120 feet of you, you know where they are and can target them with runes even if they have full cover, or are invisible. Runejumper Every group has it's oddball, and runejumpers fit the bill perfectly. They tend not to focus on expanding the power of their runes, but what gimmicks the runes can create when manipulated properly. A rune jumper is often tricky to pin down, as they're good at figuring out escape options and never seem to stick in the same place for too long. Rune Jump A runelord who becomes a runjumper first delves into their chaotic nature by learning how to teleport. Starting at 2nd level, up to three times between long rests, after using an elemental rune you may teleport 30 feet in any direction as a bonus action. Reverse Stance Beginning at 6th level, you learn to reverse your casting stance to become more dificult to trace. Up to three times between long rests, you may give the target of one of your runes disadvantage on the rune save they must make.

Bouncing Rune Starting at 10th level, up to two times between long rests if a rune hits, you may select another target within 30 feet of the first target. The rune is also cast on them without using a charge. Runic Disapearance Beginning at 14th level, you have discovered a way to make yourself temporarily invisible using your runes. Once per day, you may turn yourself invisible as if by the spell invisibility for up to ten minutes. Chaos Rune At 18th level you find a rune with true chaotic potential. It has one charge per day and does not count against your number of found runes.When you cast this rune on a creature, it must make a rune save. On a failed save it does 4d8 damage, where the damage types are correlated with the following table: d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force d8 Damage Type 5 Necrotic 6 Poison 7 Lightning 8 Radiant If you roll two or more of the same number, the bouncing rune ability triggers immediately for free. You may not use bouncing rune in conjunction with chaos rune otherwise. Chaos rune may bounce up to five times. On a successful save, chaos rune does half as much damage and does not bounce. Extra Notes Multiclassing If you would like to use the runelord as a secondary class, you must have an Intellegince score of at least 13. Additionally you should have an in game reason for encountering artifacts such as runes. Combining the Runelord with PHB Classes The Runelord's rune system works well as a supplement to other classes that already exist. It works similarly to martial subclasses that give the user spells. For an example, see Primal Path: Path of the Runekeeper.