Runeseeker Touching the stone walls, with a look of fascination in his eyes, a dwarf examines the ancient glyphs engraved on it, feeling the power they emanate with his fingertips and comparing them with the runes he etched on his axe. The axe suddenly shouts to warn him of danger, without hesitation he swings it at a sneaky group of shadow creatures. The moment the axe cuts the first one, the runes decorating it gleam light and erupt in an explosion of flames. Riding a wyvern covered in runic tattoos. a human clad in golden plate armor charges at high speed towards a red dragon in the sky, whispering an incantation as she couches her lance that becomes colder than ice. The dragon strikes with his claws against her large shield as she pierces his scales with her lance. Runeseekers are as interested in improving their magical power as they are in simply satisfying their strong curiosity, with a passion for history and tradition. Runes are a very ancient source of magical power, much more than the spells found written in books with ink, their understanding requires as much constant study as it requires direct experience and excavation missions in ancient ruins. Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per runeseeker level after 1st Proficiencies _ Armor: Light, Medium

Light, Medium Weapons: Simple, Martial

Simple, Martial Tools: Smiths tools or Woodcarvers tools _

Smiths tools or Woodcarvers tools _ Saving Throws: Strength, Intelligence

Strength, Intelligence Skills: Choose two from Arcana, Athletics, History, Investigation, Nature, Perception, and Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: a martial weapon and a shield or (b) 2 martial weapons

chain mail or (b) Studded leather, longbow, and 20 arrows

a scholar's pack or (b) a dungeoneer's pack

a set of smith's tools or (b) a set of woodcarver's tools 1

Runeseeker Level Proficiency Bonus Features Weapon Runes 1st +2 Find Runes, Runic Weapon 1 2nd +2 Elemental Burst 1 3rd +2 Rune Secret, Enhanced Runic Weapon 1 4th +2 Ability Score Improvement 1 5th +3 Enchanting Rune 2 6th +3 Extra Attack 2 7th +3 Rune Secret feature 2 8th +3 Runic understanding, Ability Score Improvement 2 9th +4 Enchanting Rune 3 10th +4 Rune Secret feature 3 11th +4 Eyes of the Rune Keeper 3 12th +4 Ability Score Improvement 3 13th +5 Enchanting Rune 4 14th +5 Magical Rampage 4 15th +5 Rune Secret feature 4 16th +5 Ability Score Improvement 4 17th +6 Enchanting Rune 5 18th +6 - 5 19th +6 Ability Score Improvement 5 20th +6 Epic Rune 5 (1) Find Runes Runes can be found hidden in the most unexpected places, and they can look like meaningless cuts on stones but your experience in exploring ancient ruins and your knowledge of ancient cultures is unparalleled. You have advantage on History checks related to the buildings and engravings of ancient civilizations, as well as on Perception checks and Investigation checks in the surroundings of the remains of ancient civilizations when looking for hidden runes and runestones. Runestones function like scrolls, except that they are only a few symbols engraved on small stones. Only runeseekers can activate runestones. Runic Weapon You have a supernatural bond with your favorite weapon, When you get this feature choose one of your weapons, that weapon becomes your runic weapon. Your runic weapon is indestructible and you can summon it as a bonus action on your turn, causing it to teleport instantly in your hand. discuss with your DM any detail about the minor property and the quirk if necessary. Only you can attune to your runic weapon, if the quirk or the minor property have any effect that requires attunement. If you die anyone can attune to your runic weapon. The runic weapon doesn't count as magical You can change your weapon at any time by spending an amount of time equal to your your proficiency bonus (hours) Runic understanding You gain an even greater understanding of the Power and language of runes. you gain the ability to enscribe temporary runes on the weapons of others during a one hour ritual. these runes only last until the next dawn and if they are not used the weapon they were inscribed on may break unless reviously tempered to magic. Elemental Blast You inscribe your weapon with a temporary Rune of an element of your choosing (Fire, Thunder, Poison or Ice). on a Hit with the enscribed weapon you can use this ability to XD6 elemental Damage. X Equals half of your proficiency bonus rounded down (minimum of 1). this ability can be used X times per long rest. 2 Magical Rampage you call upon the power on your runes and throw yourself into a magically induced rampage. for 1D6 turns you gain advantage on your attack rolls and an extra 1D6 damage but at the end of the duration you become exausted for 1d4 turns. Epic Rune You inscribe your weapon with a massivly powerful rune youve come across in your journeys.

Rune Secrets To use runes it is necessary to carve them on something. Usually runeseekers carve runes on stones and on their runic weapon, however, with the advancement of their studies they discover new ways to inscribe runes, either as an improved way to carve on their weapon or new methods to inscribe runes on different things. Secret of the Soul Runes Runeseekers that choose this path seek to become master weapon crafters, trying to transform their runic weapon into the perfect weapon. Their crafting technique becomes so advanced and precise that the decorated runes carved on the runic weapon can instil life. Sometimes called soulsmiths, mastersmiths or arcane artisans, these runeseekers often seek to recreate long lost techniques of weapon crafting by finding ancient artifacts or forgotten ancient guides. master artisan At 3rd level, you gain proficiency with smith's tools or woodcarver's tools if you are not proficient in both already and expertise. Awakened Runic Weapon At 3rd level your runic weapon becomes a sentient magic item that can communicate with you by transmitting emotions and it can sense the surrounding world with 30 feet of blindsight.The weapon remembers everything that happened to it from the moment it was created. At levels 7th, 10th and 15th the weapon's conscience and perception will grow in various ways. At 7th level it will be able to communicate with you telepathically while it is able to perceive your presence. At 10th level the weapon becomes able to speak two languages of your choice. Sculpt Elemental Burst At 7th level your runic weapon can create pockets of relative safety within the effects of your elemental bursts. When you use your elemental burst you can choose a number of creatures equal to half of proficiency bonus or less. The chosen creatures are immune to the damage of your elemental burst. Improved Elemental Blast At 10th level your runic weapon learns how to release its energy with even more might at your command. Your elemental bursts now affect a 20-foot radius sphere centered on the creature you hit, instead of a 10-foot one. Ultimate Affinity At 15th level you and your runic weapon reach perfect mental coordination that lets you grant to the weapon the chance of moving freely on its own. You can move your runic weapon magically as long as your hands are free and the runic weapon is within 5 feet of you, in combat you can attack as if using your hands without having to move a muscle. 3

Secret of the Mind Runes Some runeseekers have a personal preference for enchantmentand finding ways to permanently influence the mind of other creatures. Others have a strong desire to be leaders without the grunt work. For any of these reasons and more, runeseekers might discover the technique of controlling minds by tattooing enchanting runes on any creature. to control these creatures requires thier full atention and so they must give up the use of thier weapon and let the creature they control become an extention of thier body. Often these runeseekers earn themselves different titles depending on the creatures they are most often seen with. For example dragon trainers when they manage to get a dragon under their control. Death knights or demon knights when they are seen fighting with undead creatures or fiends. Elemental lords when they manage to draw their runes on the animated elemental power that is elementals. Others are less picky about who they will control and earn more generic names like mind benders or arcane slavers Tattooed Runes At 3rd level, you gain proficiency with tattooist's tools. You can draw runes on other creatures using tattoos. Binding Runes At 3rd level you learn how to tattoo mind-bending runes on other weaker creatures to make them into your subordinates. With a 4 hour ritual you can bind an unconscious creature with 0 current hit points and a challenge rating of 1 or lower and an intelligence score of 8 or lower. After the creature is bound to you their intelligence score permanently becomes 1. After the ritual the bound creature is covered in tattooed runes that grant you control over it. You can bind only one creature at a time, when another creature is bound you immediately lose control of the previously bound creature. The bound creature obeys your commands as best as it can. If the creature is not mounted it rolls its on initiative, but it doesn’t take an action unless you command it to. If the creature is mounted it takes its turn on your turn. You may use a free action to command it to move and a bonus action to allow it to use its attack. When you are unconscious or sleeping and when you are more than a mile away from the bound creature, the bound creature becomes unconscious. The bound creature is immune to damage from your elemental burst. You can only bind creatures one challenge rating below your level Mind Bending When you reach 7th level you can break the will of intelligent creatures under your control. The intelligence score of a bound creature can be 10 or lower, after the creature is bound to you it permanently loses the ability to speak and comprehend languages. You can bind more intelligent creatures at higher levels. At 10th level you can bind a creature with an intelligence score of 12 or lower. At 15th level you can bind a creature with an intelligence score of 14 or lower. 4

Enchanting Runes You can't choose the same rune more than once when you get the enchanting rune feature. All of these features require attunement. Your runic weapon becomes a Rare magic item when you add the first rune, Very Rare with the second one, and Legendary with the final one. Arrow Rune If the weapon is ranged it can automatically generate its own ammunitions when shooting as long as you don't want to use your ammunition. Corrosion Rune When you hit a creature with this weapon, that creature takes an extra 1d4 acid damage, at the start of their next turn the creature takes 1d4 more damage. Decay Rune When you hit a creature with this weapon, that creature takes an extra 1d6 necrotic damage, the creature can't regain hit points until the end of their next turn. Defense Rune You gain a +1 bonus to your AC when holding this weapon. Drain Rune When you hit a creature with this weapon, you regain hit points equal to the damage you did with the weapon minus your level. Fear Rune When you hit a creature with this weapon, that creature takes an extra 1d6 psychic damage. You can choose to cause the creature you hit to be frightened until the end of their next turn. This property can't be used again until the next dawn. Ferocity Rune You gain a +1 bonus to attack and damage rolls made with this weapon. When you roll a 20 on your attack roll with this weapon, the target takes an extra 7 + your level damage. Flame Rune When you hit a creature with this weapon, that creature takes an extra 1d6 fire damage. You can use a bonus action to speak this weapon's command word, causing flames to erupt from it. These flames shed bright light in a 60-foot radius and dim light for an additional 60 feet. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Flight Rune You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon is melee and doesn't have the thrown property it gains the thrown (20/60) property. If the weapon already has the thrown property or the ranged property, its normal range increases by 20 feet and its maximum range increases by 60 feet. Force Rune When you hit a creature with this weapon, that creature takes an extra 1d6 force damage and is pushed up to 10 feet away from you or pulled 10 feet towards you. (wont affect ranged weapons) Frost Rune When you hit a creature with this weapon, that creature takes an extra 1d6 cold damage and its speed is reduced by 10 feet until the end of their next turn, it can't reduced by less than 10 feet this way. Lightweight Rune If the weapon is melee and has the heavy and two handed property it loses them and gains the versatile property, it deals its normal damage when used with two hands and 1d8 damage when used with one hand. If the melee weapon doesn't have the heavy or two handed property, it gains the light and finesse properties. Luck Rune You can call on the weapon's luck (no action required) to reroll one attack roll you dislike made with this weapon. You must use the second roll. This property can't be used again until the next dawn. Oath Rune When you use this weapon to make an attack, you can speak this weapon's command word and make the target of your attack become your sworn enemy until it dies or until the next dawn. When your sworn enemy dies you can choose a new one after the next dawn. When you hit your sworn enemy with an attack, it takes an extra 2d6 damage. Radiance Rune When you hit a creature with this weapon, that creature takes an extra 1d6 radiant damage. You can choose to cause the creature you hit to be blinded until the end of their next turn. This property can't be used again until the next dawn. Rage Rune When you hit a creature with this weapon and your current hit points are equal to less than half of your maximum hit points, the target takes an extra 1d10 damage. Return Rune You gain a +1 bonus to attack and damage rolls made with this weapon. You can cause the weapon to teleport instantly in your hand without expending a bonus action. Sharpness Rune If the weapon deals slashing damage, when you attack a creature with this weapon and roll a 20 you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead Storm Rune When you hit a creature with this weapon, that creature takes an extra 1d6 lightning damage and can't take reactions until the end of your next turn. 5