A supplemental Class option for D&D 5e

In a forgotten forest the leaves have begun to fall. An Elf caresses the wind with his fingertips, leaving behind scorching trails. Fire leaps from the air, and he grasps it in his hand, swinging it at his opponent like a blade. A Halfling is serving drinks in a busy bar. A drunken patron raises his fist, threatening him. Before he can finish speaking the Halfling has frozen the drink in his hand, and smashed it across his head. A cheer goes around the bar, patrons pleased to see the Halfling display his strange magic. A Dwarf finds himself outnumbered in a deep cave, Undead rising all around him. He closes his eyes, and presses his thumbs into the dirt. A blazing symbol erupts through the darkness, then another, and a third. Each of his foes burns away to nothing in a holy light. He gathers his things, and continues deeper in. Each of these warriors is a learned Runescribe. A student of magical knowledge, who has learned to use the magical weave all around us via the application of Runic enchantment. These students of war prefer battle to books, striking with elemental force pulled from the air itself. students of the storm Whether chaining lightning through multiple foes or setting their enemies ablaze, Runescribes make their presence known on the battlefield with bursting elemental attacks. Able to stand toe to toe with their foe and seek out a weakness, Runescribes are not to be underestimated. Given enough time, they'll find the flaw in any defense. Runescribe As a Runescibe you gain the following Class Features. Hit Points Hit Dice: 1d10 per Runescribe level

Hit Points at 1st Level: 10 + your Constitution Modifier

Hit Points at Higher Levels: 1d10 (or 6) + Constitution Modifier per Runescribe level after 1st Starting Proficiencies You are proficient with the following items, in addition to any proficiencies provided by your race or background.

Armor: All Armour

Weapons: Simple Weapons, Martial Weapons

Tools: Calligraphers Tools

Saving Throws: Constitution, Intelligence

Skills: Choose two Skills from Acrobatics, Arcana, Athletics, History, Investigation, Nature, Religion and Sleight of Hand.













Runescribe Level Proficiency Bonus Features Runic Damage 1st +2 Runic Memory 1d4 2nd +2 Fighting Style 1d4 3rd +2 Runic Disciple 1d4 4th +2 Ability Score Improvement 1d4 5th +3 Extra Attack, Runic Memory 1d6 6th +3 Discipline Feature 1d6 7th +3 Aegis Burst 1d6 8th +3 Ability Score Improvement 1d6 9th +4 Runic Memory 1d8 10th +4 Focused Recall 1d8 11th +4 Discipline Feature 1d8 12th +4 Ability Score Improvement 1d8 13th +5 Runic Memory 1d10 14th +5 Studious Warrior 1d10 15th +5 Discipline Feature 1d10 16th +5 Ability Score Improvement 1d10 17th +6 Esoteric Memory 1d12 18th +6 Discipline Feature 1d12 19th +6 Ability Score Improvement 1d12 20th +6 Runemaster 1d12 Starting Equipment You start with the following items, plus anything provided by your background.

• (a) Chain Shirt or (b) Leather Armour, Longbow, and 20 Arrows

• (a) a martial weapon and two simple weapons or (b) two martial Weapons

• (a) a Light Crossbow and 20 bolts or (b) two handaxes

• (a) a Explorer's Pack or (b) a Scholar's Pack





Runic Memory Your study of Runic Energies has taught you how to harness the elements present in the air you breath. You have committed your studies thus far to a specific Rune of Power. Select one Rune from Fire, Cold, Lightning or Acid. You learn to wield this specific type of damage when you use your Runic Memory feature. You may select an additional one of these types at levels 5, 9 and 13. You gain the following benefits in combat: When you make a melee attack, you may use your Intelligence Modifier instead of Strength or Dexterity for the attack roll and replace the attacks normal damage dice with your Runic Damage dice.

You add your Intelligence Modifier to the damage instead of the attacks normal modifier.

When you roll your Runic Damage die you choose a damage type for which you have the Rune, the attacks entire damage becomes this type. Focus Points During your studies you discoevered how to channel additional energy from your own body into the runes you create. Your ability to channel this energy takes the form of Focus Points. You have Focus Points equal to your levels in this class.

Focus Points you spend recover only after a long rest. When you use your Runic Memory feature you may expend a Focus Point to add an additional die of Runic Damage. Some of your Focus Point features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Runic save DC = 8 + your proficiency bonus + your Intelligence modifier Fighting Style At 2nd level you adopt a specific style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. Two Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Runic Discipline At third level you choose a Discipline to focus your studies on, such as Blade Discipline. This choice will grant you additional features at 3rd level and again at 6th, 11th, 15th and 18th level. 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. Extra Attack Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. Aegis Reflection Beginning at 7th level, when you take damage of a type for which you have learned the appropriate Rune you may use your reaction and spend 1 Focus Point to activate Aegis Reflection. You are wreathed in a flash of energy that cancels out the incoming force, and take only half the damage you would normally have taken. Runic Recall From 10th level, whenever you take a short rest you may spend 10 minutes in focused meditation, and in doing so recover a number of expended Focus Points equal to up to half your levels in this class, rounded down. You must finish a long rest before you can use this feature again. Refined Script At 14th level you have learned to weave more delicate and exact Runes, allowing you to influence the minds of others with subtle movements. When you roll Persuasion, Intimidation or Deception you may spend a Focus Point to add your Intelligence modifier to the roll. Esoteric Memory At 17th level you have almost mastered Runes of Power. You unlock the lost arts of channeling Radiant and Necrotic damage when you use your Runic Memory Feature. Rune Master At 20th level you have mastered the channeling of Runic Energy. When you expend a Focus Point to increase your Runic Damage you add two additional dice instead of one.