The knowledge of Rune Magic is sparsely available and mostly only tought from one generation to another in families. Some or hermits who live in tribes others hide within civilization. Runic do not have an inherent connection to the forces of magic, but control them via directly encoding their will into runes which can alter the very fabric of existence.
You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
Level | Features | Active Conduits |
---|---|---|
1st | Runic Tribe | – |
2nd | Runic Conduit | 2 |
3rd | Tribe Feature | 2 |
4th | Ability Score Improvement | 2 |
5th | – | 3 |
6th | Tribe Feature | 3 |
7th | – | 4 |
8th | Ability Score Improvement | 4 |
9th | – | 5 |
10th | Tribe Feature | 5 |
11th | – | 5 |
12th | Ability Score Improvement | 6 |
13th | – | 6 |
14th | Tribe Feature | 6 |
15th | – | 7 |
16th | Ability Score Improvement | 7 |
17th | – | 7 |
18th | – | 8 |
19th | Ability Score Improvement | 8 |
20th | Runic Overcharge | 8 |
Class Base Features
As a runic, you gain the following class features.
Hit Points
Hit Dice: 1d8 per runic level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Choose two from Calligrapher’s Supplies, Carpenter’s Tools, Jeweler’s Tools, Leatherworker’s Tools, Mason’s Tools, Painter’s Supplies, Woodcarver’s Tools
Saving Throws: Intelligence, Dexterity
Skills: Choose three from Arcana, Deception, History, Investigation, Nature, Perception, Performance, Religion, Sleight of Hand, Stealth and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a Tool Kit you are proficient with
• (a) a Explorer’s Pack or (b) a Scholar’s Pack
• Any simple weapon, and two daggers
Class Feature
Level 01 / 06 / 10 / 14: Runic Base
At 1st level, you layed the foundation of all your further Runes, this foundation is a set of runes which store energy, distribute it and power your other runes, these can come in different designs, as tattoo, worked in clothing or jewelry (…).
The different designs can have wastly different effects on your capabilities as a Runic:
• Tribe of the Fight
• Tribe of the Ritual
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Level 02 / 05 / 07 / 09 / 12 / 15 / 18: Runic Conduit
In your study of the runic manipulation of magic you learned to create certain permanent runes which empower you in a variety of ways.
At 2nd level, you gain two conduits of your choice. When you gain certain runic levels, you gain additional conduits of your choice, as shown in the Active Conduits column of the Runic table.
A level prerequisite in an Conduit refers to Runic level, not character level.
Level 04 / 08 / 12 / 16 / 19: 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.
You can also choose to aquire a feat instead of an ability score improvement.
Level 20: Runic Overcharge
Starting at 20th level, you gain the ability to overcharge yourselfe with runic energy, stretching your abilities to new limits.
As an Action you can give yourselfe the following benefits for the next minute:
- Everytime you roll a dice other than a d20 you roll a die in the next higher die category (d6 -> d8, d10 -> d12, etc).
- Everytime you roll a d20 you can add your intelligence score to the roll.