Rune Adventurer

A dwarf looking for resources for his next new idea, finds strange symbols. Upon examining them a lightning bolt shoots out striking the wall behind them. Enticed they copy down the image and the paper begins to sparkle with energy. This sparks an idea inside the dwarf.

A half-elf is playing through the forest when the ground suddenly gives beneath them. When they come to it's night, the only light is the moon and the runes on the wall, leaving a magical glow. It's too dangerous at night to adventure to the top. Given nothing to do but wait the half-elf studies the runes, by the time the half-elf has a grasp on the meaning they realize it's noon. When they start to hunt for food they grab their bow and instinctually turn and releash. Dinner is servered , they ponder how they knew the rabbit was their before he saw or heard it. As they delve deeper into what happened and the runes, they start down the path of the arcane.

A gnome looking for ancient artifacts and trickets to sell at their shop, find strange images and strange words describing weapons of terrible destruction and how to build them. They use this to craft thier first rifle. What wonderous item, how much better can they make it and the riches it could make them, this requires further research.

Making a Rune Adventurer

When creating a Rune Adventurer take into consideration how they found these runes and what did they discover. Whatever it was, it intrugied them greatly, wanting to use what they learned to benefit the people closest for them, trying to make a name for themselves as one of the greatest crafters the known world knows or did they want to advance their research as far a possible. For some this becomes an obsession and are always on the look for ruins and the mysteries they hold.

However you decide your stories begins, you can quickly make a Rune Adventurer by following these suggestions

First choose Strength or Dexterity as your highest score followed by Intelligence. The Clan Crafter is a good background if you want to be a crafter, or choosing the Sage background would be extremely useful option as well.

Credit: Edgewise

Basic Features

Hit Points

Hit Die: 1d10 per Rune Adventurer Level

Hit Points at First Level: 10 + Constitution Modifier

Hit points at higher levels: 1d10(or 6) + Constitution Modifier

Proficiencies

Armor: Light, Medium, Sheilds

Weapons: Simple , Martial

Saving Throws: Intelligence, Dexterity

Skills: Pick any 2 from Arcana, Acrobatics, Athletics, Investigation, Nature, Perception or Survival

Equipment

A) Leather or B) Scalemail

A) Longsword B) Warhammer or C) Shortbow and 20 arrows

A) Dungeoneer's Pack or B) Explorer's Pack

Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.