Rune Warrior A Rune Warrior is a rear sight in the world today, and runie magic is so ancient and rare most peoples of the realm has never heard of it, or simply believe it to be extinct. The few temples that teach this magic is hidden in the places of the world that are the hardest to reach, and if you should be so lucky to find one you might not even be let in. They keep their magic for the select few with a will strong enough to keep the power of the runes at bay. If you want to play a Rune Warrior you should think about your characters journey to the temple, why it sought the magic of the runes, and how and why it was accepted into the temple. Runic Apprentice When you choose this archetype at 3rd level, you learn to infuse the power of ancient runes to your body. You are proficient with tattoo-artist's tools and use them to inscribe Runes to your body which gives you fantastical abilities, and you control them with your Rune points. Some of your runes, when activated, might require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows: Runic save DC = 8 + your proficiency bonus + your Charisma modifier. Runic attack modifier = your proficiency bonus + your Charisma modifier. Warrior Runes At 3rd level, choose one of the Runes described below under Basic Runes, and inscribe it on your body with a ritual that takes 1 hour. You can inscribe 1 additional rune to yourself at 5th, 7th, 10th, 12th, 15th, 18th and 20th level. To change your a rune you perform a ritual that takes 1 hour, after which the old rune is magically transforms into the new one. Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and a weapon, creating a Rune Weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Your bonded weapon is also concidered magical for the purposes of overcoming resistance. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. 1f you attempt to bond with a third weapon, you must break the bond with one of the other two. Rune Points The runes on your weapon from gives you different abilities. Some are constantly active, while some need the power of your runepoints to be activated. At 3rd level you have 2 Rune points, and you gain additional rune points as shown on the Rune Table below. When you spend a Rune point it is unavailable until you finish a long rest, at the end of which you draw alI of your expended Rune Points back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Rune point. At 7th, 10th, 15th and 18th level you get access to more powerful runes, and can spend up to 2, 3, 4 or 5 rune points respectively while activating a rune on your turn. At higher levels, while you get access to powerful runes, you can never spend more than 5 rune points in 1 turn. Level Rune Points Rune Slots 3rd 2 1 4th 2 1 5th 3 2 6th 3 2 7th 4 3 8th 4 3 9th 5 3 10th 5 4 11th 6 4 12th 6 5 14th 7 5 15th 7 6 16th 8 6 17th 8 6 18th 9 7 19th 9 7 20th 10 8 Battle Magic At 7th level, when you use a rune that takes 1 action to activate, you can make 1 attack with your Rune Weapon as a bonus action. You gain access to the Improved Runes. Runic Control At 10th level, you can spend 1 rune point as an action to magically change 1 rune on your weapon. Once you use this feature you can't use it again until you finish a long rest. You gain access to the Advanced Runes.

Weapon of Force At 15th level you learn to magically enhance a weapon with a rune of force, with a ritual that takes 1 hour.. The rune is constantly active, and makes your weapon deal 1d8 force damage on a hit. You can only have 1 Weapon of Force at a time, and if you inscribe the rune to a new weapon, the first one disappears. At 18th level the force damage increases to 2d8. You gain access to the Potent Runes. Runic Master At 18th level, when you roll initiative and have no rune points remaining, you regain 4 rune points. You gain access to the Master Runes. Runes Basic Runes Rune of the Flame When you hit a creature with a weapon attack, you can expend 1 Runepoint to deal 2d8 fire damage to creature. For every rune point you spend over 1, the damage increases by 1d8. Rune of the Froszen When you hit a creature with a weapon attack, you can expend 1 Runepoint to deal 1d6 cold damage to the target. The target must then make a constitution saving throw or have it speed halved until the end of its next turn. For every rune point you spend over 1, the damage increases by 1d6. Rune of the Shocked When you hit a creature with a weapon attack, you can expend 1 rune point to deal an extra 1d6 points of lightning damage to the target, and the target can't take reactions until the end of its next turn. For every rune point you spend over 1, the damage increases by 1d6. Rune of the Agile You can spend 1 rune point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. For every rune point you spend over 1, you can use the Dash/Disengage action as a bonus action for 1 additional round. Rune of the Healer As an action you can spend 1 rune point to touch a creatue. The creature regains hitpoitns hitpoints equal to 1d6 + your Wisdom modifier. For every rune point you spend over 1, the healing increases by 1d6 to a maximum of 4d6. Rune of the Silver Tongue You have advantage on Charisma (persuation) checks. Rune of the Earger You can add your Wisdom modifier to your Initiative rolls. Rune of the Tracker You hava advatage on Wisdom (survival) checks. Rune of the Keen Blade You can expend 1 Rune Point to Keen your weapon (must deal slashing damage). Until the end of your next round you score a critical hit on a 19 or 20 on weapon attacks with your weapon. For every rune point you spend over 1 the weapon is Keened for 1 additional round. Rune of Returning You can spend 1 rune point as a bonus action to give your weapon the thrown property if it doesn't already have it. After your weapon is thrown it teleports back to your hand wether it hit or miss. This effect last for 1 minute. Rune of Precision You can expend 1 rune point to gain advantege on your next weapon attack. Rune of Guidence When you hit a creature with a weapon attack, you can expend 1 Runepoint to deal 1d4 radiant damage to creature. The creature is then gives off a radiant glow, giving the next attack made against it advantage. For every rune point you spend over 1, the damage increases by 1d4. Rune of the Fey This rune lets you connect with the fey spirits of the realm. You can spend 1 rune point to teleport to a point you can see within 50 feet as an action. At 7th level you can spend 2 rune points to teleport up to 30 feet to a point you can see, as a bonus action. At 15th level you can spend 3 rune points activating this rune. For the next 5 rounds you can teleport up to 30 feet to a point you can see as a bonus action. This effect requires your concentration. Rune of Revenge When you are hit with a melee attack you can spend 1 rune point, and use your reaction to make an attack with your rune weapon against the creature that attacked you. On a hit the target takes 1d6 additional damage. For every rune point you spend over 1, the damage increases by 1d6.