The Rune Mage

by MaxwellChase

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Rune Mage

Rune Mage Progression Table

Level Proficiency Bonus Class Features Mana Well Script Length
1st +2 Runic Casting, Basic Runes 2 2
2nd +2 Runic Reading 4 2
3rd +2 Arcane Insight 6 2
4th +2 Ability Score Improvement 8 2
5th +3 -- 15 3
6th +3 Runescribing 18 3
7th +3 Intermediate Runes, Overcharged Script 21 3
8th +3 Ability Score Improvement 24 3
9th +4 -- 36 4
10th +4 Improved Runic Reading 40 4
11th +4 Advanced Runes, Advanced Runescribing 44 4
12th +4 Ability Score Improvement 48 4
13th +5 -- 65 5
14th +5 Greater Arcane Insight 70 5
15th +5 Grand Runes 75 5
16th +5 Ability Score Improvement 80 5
17th +6 -- 102 6
18th +6 Mastwork Runescribing 108 6
19th +6 Ability Score Improvement 114 6
20th +6 Runemaster 120 6

The Rune Mage

A Rune Mage controls the primal chaos of Mana through ancient runes bringing that chaos to bear against his foes with greater diversity than other Mages.

Class Features

You do not gain access to any spells or features found in any other class, or subclasses. Instead, Rune Mages are granted special access to spell creation and other features unique to this class. With their unique Scripts, Mana Well, Abilities and Features, a Rune Mage can perform tremendous feats of arcane manipulation. You can use magic items, including magic items that allow you to cast spells, but you cannot otherwise learn spells from any other source.

As a Rune Mage, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Rune Mage Level


Hit Points at 1st Level: 8 + Constitution modifier


Hit Points at Higher Levels: 1d6 + Constitution modifier

Proficiencies


Armor: Light Armor


Weapons: Simple Weapons


Saving Throws: Intelligence, Wisdom


Skills: Choose two from Arcana, History, Insight, Investigation, Perception and Sleight of Hand


Tools: Runescriber

Spell Script

Rune Mages combine a series of Runes together to form a spell, called a Spell Script, combining any known Runes together to cast. The number of Runes that can be combined into a Spell Script is equal to your proficiency bonus.

The three types of Runes are:


Modifier: Modifiers alter the effect of a Spell Script.


Base: Bases determine the form a Spell Script takes.


Release: Releases determine the effect of the Spell Script.


More information can be found on page ???.

Mana Well

While spell casters use spell slots to wrestle the arcane into a controllable form, a Rune Mage uses runes to scribe and harness their spells using their Mana Well. Unless otherwise specified, each Rune uses a single point from your Mana Well.


Mana Well = your level x your proficiency bonus

Runic Lexicon

Starting at 1st level, you have discovered a Runic Lexicon, which acts as a repository for all known Runes. When you find a Rune you do not know, you can scribe it into your Runic Lexicon.

Basic Runes

At first level, you have discovered that your Runic Lexicon is inscribed with several runes. Choose 8 Runes from the following categories.

Modifier Runes
  • Empower: Increase the Die Type by 1 (ex. d6 to d8)

  • Durability: When combined with the Release Rune, Bestow, grants +2 AC to target.

  • Poison: Applies the Poisoned condition on a failed Constitution saving throw for ??? minutes. (Shouldn't this be a Base Rune?)

  • Distant: Doubles the Range of a spell.

  • Alternate: Applies the Alternate effect of a spell script property (What?)

  • Condense: Increase the Die Type by 1 but reduces the radius and range of the effect by half.

Base Runes
  • Fire: Applies the Fire property to a Spell Script.

  • Ice: Applies the Ice Property to a Spell Script.

  • Shock: Applies the Lightning property to a Spell Script.

  • Stone: Applies the Stone property to a Spell Script (Piercing or Bludgeoning).

  • Water: Applies the Water property to a Spell Script (Bludgeoning).

  • Wind: Applies the Wind property to a Spell Script (Slashing).

  • Restore: Restores Health to the Target but reduces the Die Type by 1.

Release Runes
  • Burst: Self, 20ft Cone, d8

  • Bolt: 120ft Range, Single Target, d10

  • Touch: Touch, Single Target, d10

  • Bestow: Touch, 10 minutes, d4 Concentration. Grants alternate spell effect on a Living target.

  • Create: 60ft Range, 5ft Radius Sphere, Concentration.

  • Fortify: Touch, Single Target, Concentration. Grants Resistance to Chosen Damage Type.

You can inscribe 1 additional Rune during a level up.

Runic Reading

At 2nd level, your skill in deciphering runes allows you to read any common language.

Arcane Insight

At 3rd level, your understanding of the arcane grows. You gain the ability to cast Detect Magic and Identify a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Rune Scribing

At 6th level, you have learned to create and use a Runescriber and Runepress, tools capable of enchanting items using a String of Runes.

A Runescriber is a portable device that allows a Rune Mage to enchant items while away from their Runepress. A Runescriber can create a String of Runes equal to half your Script Length rounded up. Creation of a Runescriber requires 3 work days, 250gp worth of materials and a D-Class Mana Stone or greater to act as the scribing press. Runescribers require a number of days equal to the number of Runes in the String to enchant an item.

A Runepress is a large stationary machine that allows a Rune Mage to enchant items with greater efficiency than a Runescriber. A Runepress can create a String of Runes equal to your Script Length. Creation of a Runepress requires 14 work days, 2,500gp worth of materials and a B-Class Mana Stone or greater to act as the scribing press. Runepresses require a number of hours equal to the number of Runes in the String to enchant an item.

The String of Runes must include the Release Rune, Bestow to enchant an item. The Mana Stone acting as the scribing press cannot be of lower grade than the Mana Stone used up during the enchantment.

More information on Enchantment and item creation can be found on page ???.

Intermediate Runes

At 7th level,

Modifier Runes
  • Delay: Delay the Release of the spell effect until the Rune Mage loses Concentration. Requires Concentration.

  • Distort: Attempt to change the form of the Magic they create. The Rune Mage then makes an Arcana Check at a DC set by the DM to shape how the spell forms.

  • Careful: Spell affects only enemies, allies or sets targets.

  • Persistent: Decreases Dice Type by 1, doubles effect duration.

  • Heightened: ?

  • Subtle: Forgoes the Verbal and Somatic component of the Spell Script.

  • Remote: Spell Script is cast from a point up to 30ft.

  • Vicious: On a Critical Hit, add additional dice equal to half your proficiency bonus rounded down.

  • Quickened: Spell Scripts is cast with a Bonus Action.

  • Siege: Applies the Siege property to a Spell Script.

  • Extend: Decrease Dice Type by 1 and double range of effect. Decreases die type by 2 if extending area of effect.

Base Runes
  • Light: Applies the Radiant property to Spell Script.

  • Rot: Applies the Necrotic property to a Spell Script.

  • Acid: Applies the Acid property to a Spell Script.

  • Support: Grants target advantage on next roll.

  • Harass: Grants target disadvantage on next roll.

  • Disrupt: Dispels magic or magical effects at point. Can be used as a reaction with an applicable release to act as a Counterspell.

Release Runes
  • Wall: Creates a wall of the Spell Script property up to proficiency bonus x 10ft long, d6. Requires Concentration.

  • Blast: 60ft range, 15ft radius, d6.

  • Beam: 60ft line, d6.

  • Thorn: Self, d4. The target is covered in protective spines of the Spell Script's property.

Overcharged Script

At 7th level, you have learned to condense a Spell Script in order to add an additional Rune to the spell. When extending a Spell Script, take xd10 + x Psychic damage, x equally the number of Runes used in the script. You can extend a Spell Script once per long rest. Exhaustion is overkill imo. It's a 1 per long rest ability that already severely hurts you...

Improved Runic Reading

At 10th level, this expands to include coded messages, magical works, rare languages and dead languages. Additionally, you can write in any language, whether you know it or not, as long as you have a sample of the language.

Advanced Rune Scribing

At 11th level, when using a Runepress, the String of Runes no longer requires the Release Rune, Bestow and you can enchant items with up to 2 Strings of Runes.

Advanced Runes

Available at 11th level.

Modifiers Runes
  • Volley: Creates 3 additional projectiles.

  • Burn: Applies a damage over time effect of 1 damage die for 1 minute and decreases the Die Type by 1. Requires Concentration.

  • Chain: Jumps to another creature within range after affecting the first target.

Base Runes
  • Force: ?

  • Mind: ?

  • Space: ?

  • Life: ?

  • Bind: ?

Release Runes
  • React: Designate a specific action that results in the Spell Scripts release.

Greater Arcane Insight

At 14th level, you can innately detect magic and can identify a magic item at a glance. You are always under the effects of Detect Magic and can cast Identify at will.

Grand Runes

At 15th level, you have learned to enchant one of your Runes. Choose one of the Runes from your Runic Lexicon and enchant it into it's Grand Rune.

Modifier Runes
  • TBD:
Base Runes
  • Drain: ???

  • Inferno:

  • Soul:

Release Runes
  • Rain: Self, 300ft sphere, d6.

Masterwork Rune Scribing

At 18th level, when using a Runepress, you can enchant items with up to 3 Strings of Runes and when using a Runescriber, the String of Runes no longer requires the Release Rune, Bestow and you can enchant items with up to 2 Strings of Runes.

Runic Master

At 20th level, you have mastered the art of Runic Casting. You can choose one basic and intermediate rune. These runes do not count against your Rune limit for a Spell Script and can be cast without using a point from your Mana Well.

When using a Runepress, you can enchant items with up to 4 Strings of Runes and when using a Runescriber, you can enchant items with up to 3 Strings of Runes.

Enchantment Rules

A Rune Mage participates in three primary forms of enchantment: Structural Enchantment, Magical Item Creation and Consumables.

Consumables

The simplest of enchantment types is Consumables. Most Rune Mages will have spent their apprenticeships perfecting this craft. The Production of Consumables requires a Runescriber or a Runepress to enchant a Spell Script onto a Mana Core or another similar mana possessed item using a single String of Runes. As an action, you can activate the String of Runes within a Consumable. Once used, the Consumable cannot be used or enchanted again.

The material requirements used for this form of enchantment are outlined in the Consumable Table below.

Consumable Table
Runes in String Required Mana Cores Extracted Mana Core Scribing Press Rank Arcana DC
2 One F Rank Mana Core E E 15
3 One E Rank Mana Core D D 17
4 Two D Rank Mana Cores C C 20
5 Three C Rank Mana Cores B B 25
6 Three B Rank Mana Cores A A 20

Equipment

The ??? of enchantment types is Equipment. Blah Blah Blah.

The material requirements used for this form of enchantment are outlined in the Equipment Table below.

Equipment Table
Runes in String Requires Magic Material? Number of Cores and Ranks Extra Required Material Arcana DC
2 No One D Rank Mana Core N/A 17
3 No One C Rank Mana Core CR +6 20
4 Yes Two B Rank Mana Cores CR +9 23
5 Yes Three C Rank Mana Cores CR +12 25
6 Yes Three C Rank Mana Cores CR +15 20
Properties Table
Property Damage Type and Save Alternate Effect Bestow Effect Alternate Bestow Effect
Fire Fire, Dexterity Die Type Down, Persistent Damage (1 die), 1 minute (Concentration) Fire Damage +2 to Strength
Ice Cold, Constitution Slow Cold Damage N/A
Lighting Lightning, Dexterity Stun Lightning Damage +2 to Dexterity
Stone Bludgeoning or Piercing, Dexterity N/A N/A +2 to Constitution
Water Bludgeoning, Strength N/A Water Breathing Water Walking
Wind Slashing, Dexterity N/A Levitate Flight
Restore Healing, N/A Cure Status Effect N/A N/A
Light Radiant, Wisdom Next Attack has Advantage against Target Darkvision (60ft) Invisibility
Rot Necrotic, Constitution Prevents Healing (Concentration) N/A N/A
Acid Acid, Dexterity -2 reduction to Armor Class. Reduces weapon damage by 1d4. N/A N/A
Force Force, Dexterity Knockback or Pull N/A N/A
Mind Psychic, Intelligence N/A Telepathy with Target N/A
Space Wisdom N/A Teleportation (Sight) Teleportation (Known Location)