Ranger: Rune-Binder Conclave
Rangers of the Rune-Binder Conclave follow the ancient practice of rune magic used by giants. These rangers learn to control elemental runes, allowing them to channel the various elements to empower their strikes and hinder their foes.
Rune-Binders often dwell in the lands of giants, either discovering and exploring ancient giant ruins, or living near or among them, helping to settle disputes between giants and other races.
Rune-Binder Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Rune-Binder Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Rune-Binder Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Detect Magic |
| 5th | Enlarge/Reduce |
| 9th | melf's minute meteorse |
| 13th | Stone Shape |
| 17th | flame strike |
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with mason’s tools, and you learn to speak, read, and write Giant.
Elemental Runes
At 3rd level, you gain access to four Elemental Runes which you can channel to enhance your attacks. You always have one Elemental Rune channeled and can change which elemental rune you are channeling as a Bonus Action.
You gain an additional bonus action that you can use to imbue the weapon (or weapons) you’re currently holding with the rune you are currently channeling. Until the end of the turn, whenever you hit a creature with an imbued weapon you can activate the current Elemental Rune you are channeling. A creature can only be affected by Elemental Runes once per turn.
When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.
Ild (Fire Rune): The struck target takes 1d6 bonus fire damage as a flaming rune appears on them. Until the start of your next turn, the next time the target takes damage it takes bonus fire damage equal to your Wisdom modifier.
Ise (Frost Rune): The struck creature takes 1d6 bonus cold damage as frost coalesces into a rune on them. Until the start of your next turn the target has its movement speed reduced by 10ft.
Skye (Cloud Rune): The struck creature takes 1d6 bludgeoning damage and is knocked back 10ft as wind rushes into the shape of a rune on them.
Uvar (Storm Rune): The struck creature takes 1d6 lightning damage as lightning gathers into a rune on them. The target cannot use their reaction until the end of your turn.
The damage dice for your Elemental Runes becomes 2d6 at level 11.

Disruptive Runes
At 7th level, you have learned how to let the power from your runes linger in the form of Rune-Binding on an enemy. Whenever you damage a creature with your Elemental Runes feature you can mark the creature as Rune-Bound for 1 minute.
As a reaction, you can make a Rune-Binding to flare with energy, disrupting the attack of an enemy. When you see a Rune-Bound creature make an Attack roll, you can use your reaction to force the creature to make a Constitution saving throw. On a failed save the attack misses. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll hits or misses.
You can use this reaction a number of times equal to your Wisdom modifier and regain all uses when you complete a long rest.
Rune Surge
At 11th level, you have learned how to overload your Rune-Bindings, causing them to surge with power. As an Action on your turn you can perform a Rune Surge, the effect of which is determined by the Elemental Rune you are channeling. The effect uses your Ranger Spell Save DC for any saves it requires.
Ild (Fire Rune): All creatures within 5ft of a Rune-Bound creature, including the Rune-Bound creatures, must make a Dexterity saving throw as fire bursts from the Rune-Bindings. A creature takes 6d6 fire damage on a failed save, or half as much on a successful one. A creature in the area of more than one fiery burst is affected only once.
Ise (Frost Rune): All Rune-Bound creatures must make a Strength saving throw as frost spreads from their Rune-Bindings. A creature takes 5d8 cold damage and has their movement speed reduced to zero till the start of your next turn on a failed save, or half as much damage and are not slowed on a successful one.
Skye (Cloud Rune): All Rune-Bound creatures must make a Strength saving throw as wind pummels them from above. A creature takes 5d8 bludgeoning damage and is knocked prone on a failed save, or half as much damage and are not knocked prone on a successful one.
Uvar (Storm Rune): All Rune-Bound creatures must make a Dexterity saving throw as lightning arcs between the Rune-Bindings. A creature takes 2d8 lightning damage for each Rune-Bound creature, or half as much damage on a successful one.
After using Rune Surge, all Rune-Bindings on creatures expire. Once you’ve used this action, you can’t use it again until you finish a short or long rest or until you expend a spell slot of 3rd level or higher to use it again.
Rune Master
At 15th level, you have mastered your control over your Rune-Bindings and are aware of them at all times. The duration of your Rune-Bindings is increased to one hour.
While a Rune-Bound creature is on the same plane as you, you are always aware of its location. Rune-Bound enemies do not gain advantage on attacks made against you while unseen by you.

Credits
Made By: Jober7
Artwork By: Jason Nguyen
Special Thanks: Discord of Many Things