Rune Breaker

Rune breakers are dwarven fighters who have learned how to harness the power of runes. By inscribing runes on solid objects, they make sure they always have a trick up their sleeve.

Closely guarded secrets and techniques accumulated over centuries even teach them the insight and craftsmanship necessary to alter the effect they can draw out from an inscribed rune.

Restriction: Dwarves Only

These techniques are taught to dwarves only, although there are instances of individuals of other races being deemed worthy to receive this training and knowledge.

Your DM can lift this restriction to better suit the campaign.

Runic Inscribing

When you choose this archetype at 3rd level, you learn two Simple runes, which are detailed at the end of the archetype description.

You learn one additional Simple rune at 7th level. Also at 7th level, you can replace one Simple rune you know with a different one.

Inscribing a rune takes 10 minutes, and counts as light activity. When you activate a rune on an object you are in physical contact with, the rune is spent, and whether you painted the rune on a surface, carved it into wood, or chiseled it in metal or stone, the surface returns to the state it was in before you applied the rune to it.

Some of your runic effects require a saving throw to resist the rune's effect. The saving throw DC is calculated as follows:

Runic save DC = 8 + your proficiency bonus + your Wisdom modifier

You can only have a number up to or equal to your Wisdom modifier of Simple runes inscribed at the same time, and after inscribing a number of Simple runes equal to your Wisdom modifier, you must finish a short or long rest before you can do so again.

Also starting at 3rd level, you gain proficiency in either calligrapher's supplies, smith’s tools, or woodcarver's tools. These tool kits can all be used to properly inscribe the runes you learn onto objects.

Honed Technique

At 7th level, your proficiency bonus is doubled for any ability check you make that uses the tool proficiency you gained at 3rd level.

Additionally, as long as you are carrying or wearing at least one object with a rune inscribed on, you can cast light and detect magic without providing material components or spending a spell slot. Casting detect magic in this way removes one rune from the object.

Grand Runes

At 10th level, you learn one Grand rune, which are detailed at the end of the archetype description.

At 15th level, you learn one additional Grand rune, and you can also replace one Grand rune you know with another Grand rune.

Grand runes are more taxing to correctly inscribe than Simple runes. After inscribing a number of Grand runes equal to your Wisdom modifier, you must finish a long rest before you can do so again.

Additionally, the magic in Grand runes fade away when you take a long rest.

Inner Strength

At 15th level, you learn the Inner Strength rune, and can inscribe it once during a long rest. Its effect depends on which object you inscribe it upon, and the rune fades away after 24 hours if left unused.





Weapon. When you use your Action Surge feature, you can activate this rune as part of it. If you do, you can add your Wisdom modifier to the damage rolls of weapon attacks you make this turn.

Armor. When you use your Second Wind feature, you can activate this rune as part of it. If you do, the hit points you would gain from it are doubled.

Item. When you use your Indomitable feature, you can activate this rune as part of it. If you do, you can treat the reroll as a 20.

Break the Bank

Starting at 18th level, you can draw energy directly from runes. As a bonus action, you can choose to draw on the magic from any number of Simple runes currently on objects you're wielding, wearing, or carrying. If you do, instead of gaining the effects from the runes, you're suffused with their raw magical power. Until the start of your next turn, you get a bonus to your armor class and all rolls you make equal to the number of runes you spent this way.

Simple Runes

Empowering Rune

Weapon. While wielding the inscribed weapon, you can cast shillelagh on it. When you take a short rest, the rune fades away.

Armor. While wearing the inscribed armor, you can cast message. When you take a short rest, the rune fades away.

Item. While holding or carrying the inscribed item, you can cast mage hand. When you take a short rest, the rune fades away.

High-Density Rune

Weapon. You can activate this runic effect as a bonus action. When you do, when you hit a creature no more than one size larger than you with a weapon attack this turn, it must succeed on a Strength saving throw or be knocked prone.