Rune Warrior
As the runes gifted to early settlers by the Gods were exhausted, the Fremennik unearthed a new mineral 'Rune Essence' and used it to create new runes, thus the art of Runecrafting was born.
Soon after the Fremennik Clans began infighting. Many Fremennik believe it to be a privilege of the gods to create magic, with some labelling Runecrafting as "heresy" and believe that the gods will punish mortals for stealing "their" power. One of the tribes 'The Moon Clan', were attacked by the more traditionalist Fremennik for their use of man-made runes and left for the Lunar Isle, taking the secrets of Runecrafting with them leaving the remaining tribes to forget the now ancient use of magics.
In the years since then, other nations learnt of the Rune Essence and conducted their own experiments in Runecrafting.
Through devoted study and experimentation you have rediscovered the ancient arts of the Fremennik, developing magical runes which can enhance your martial prowess in extraordinary ways. By inscribing these runes onto your weapons and equipment you channel the powers of the Anima Mundi to give you powerful abilities.
Rune Warrior Features
| Level | Feature | Rune Slots |
|---|---|---|
| 3rd | Runic Proficiencies, Rune Magic, Fremennik Might | 2 |
| 7th | Runic Shield | 3 |
| 10th | Great Stature | 4 |
| 15th | Master of Runes | 5 |
| 18th | Blessing of V | 5 |
Runic Proficiencies
When you take this archetype at 3rd level, you gain proficiency with smith's tools, runecrafting tools, and gain a rune pouch to store your runes. Additionally, your research into runes allows you to learn an exotic language of your choice.
Runic Magic
Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Rune Warrior Features table.
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armour, a shield, a piece of jewellery, or something else you can wear or hold in a hand.
Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. Any runes used in this way will be consumed.
The Rune Options are located at the end of this sub-class and are available to you when you learn a rune. They are all magical effects. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
Each of the runes can be invoked once, once invoked you can't do so again until you finish a short or long rest.
Fremennik Might
At 3rd level you can imbue yourself with the might of the Fremennik. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature twice, and regain all expended uses of it when you finish a long rest.
Runic Shield
At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 test and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Great Stature
By 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
Moreover, the extra damage you deal with your Fremennik Might feature increases to 2d6 and you can regain one use of your Fremennik Might back when you finish a short rest.
Master of Runes
At 15th level, you can invoke each rune you know from your Runic Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Blessing of V
At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Fremennik Might feature increases to 3d6.
Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
Rune Options
Here are rune options for the Rune Magic feature.
Note
Runes with (e) are experimental and require further playtesting to balance.
Air Rune (e). While the rune is inscribed you channel the elemental power of the air. While wearing or carrying an object inscribed with this rune, you gain resistance to lightning damage. The rune also cushions your falls with a friendly gust of wind, you can fall an extra 10 feet before taking fall damage and any fall less than 20 foot you always land on your feet.
In addition, you can use your bonus action to invoke the rune and send a blast of air out from yourself. Any creature(s) that is within a 10 ft emanation, and is not more than one size larger than you, has to make a Strength saving throw. On a fail the target(s) are pushed 10 feet away. If they come in contact with any hard surface they take 2d6 bludgeoning damage and are knocked prone.
Water Rune (e). This runes magic channels the raw nature of the sea. While wearing or carrying an object inscribed with this rune, you gain a swimming speed equal to your normal speed and have advantage on Strength (Athletics) checks.

In addition, you can use your action to invoke the rune and project a stream of water 5 feet wide and 30 feet long. Any creature(s) caught in the path must make a Dexterity saving throw. On a fail the creature(s) is hit for 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one, and if no more than one size larger than you, is knocked prone.
Earth Rune (e). This runes magic channels the raw nature of the earth. While wearing or carrying an object inscribed with this rune, you gain Tremorsense out to 30ft and have advantage on Wisdom (Survival) checks.
In addition, you can invoke the rune as a bonus action, covering your body in protective stone. For the next 10 minutes you gain +2 to your Armour Class.
As a reaction you can choose to end this early by touching a creature in an attempt to turn them to stone. The target must make a Constitution saving throw or be petrified for 1 minute. The target can repeat the saving throw at the end of each of its turns, breaking free of the rock on a success.
Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw, or take an additional 2d6 fire damage, and are restrained for 1 minute. On a success the target takes half damage and is not restrained. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success.
Chaos Rune. This rune's magic emulates the deceptive nature of magic. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range.
Astral Rune. This rune's magic harnesses the astral powers of the Moon Clan. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, have darkvision out to a range of 120 feet, and you can hover up to 5ft from the ground.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Nature Rune. This rune's magic evokes the strength of nature buy harnessing the Anima Mundi. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Intelligence (Nature) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a bonus equal to your proficiency bonus to all ability checks and saving throws that use Strength or Constitution.
7th level or Higher Runes
Once your reach 7th level in this subclass you gain access to the following runes:
Mind Rune. Using this rune, you can tighten your focus and glimpse into the future. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.
Body Rune. This rune gives your body a greater resilience. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action you gain resistance to bludgeoning, piercing and slashing damage for 10 minutes.
Law Rune (e). This runes magic allows you to tap into the nearby Anima Mundi. While wearing or carrying an object inscribed with this rune, you gain the ability to move or manipulate objects by thought. As a Bonus Action, you can try to move an object that weighs up to 10 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond a 30ft emanation from yourself.
If the object is worn or carried by a creature, that creature must make a Strength saving throw. On a failure you can pull the object away from that creature. On a success you fail to move the object, and the creature is aware of your attempt.
You can exert fine control on objects with your telekinesis, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
In addition, you can create pathways through the Anima Mundi to transport yourself short distances. You can invoke the rune as a bonus action connecting you to the Anima Mundi for 1 minute allowing you to teleport up to 30ft to a location that you can see. While this rune remains invoked, you may continue to use your bonus action to teleport.
10th level or Higher Runes
Once your reach 10th level in this subclass you gain access to the following runes. You may only have one 10th level rune learnt at a time:
Cosmic Rune (e). This runes magic allows you amplify Enchantment magics. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (Persuasion) checks, and you can attune to up to four magic items at once.
In addition, you can use your bonus action to invoke the rune and exert your will upon a nearby creature. Choose a creature within 30ft and it must succeed on a Wisdom saving throw or become Paralyzed for 1 minute. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Death Rune (e). This runes magic allows you to interact with and accelerate death. While wearing or carrying an object inscribed with this rune, you gain advantage on Death saving throws, you can speak with ghosts, and you always have the Speak With Dead spell prepared. You can cast the spell as many times up to your Constitution Modifier per day for free. You can also cast the spell using any spell slots you have.
In addition, as a bonus action you can invoke the rune to drain the life force of your surroundings. In a 30ft emanation, all creatures, other than undead or constructs, must make a Constitution saving throw or take 4d10 Necrotic damage and gain two levels of exhaustion. On a success the target takes half damage and gains no exhaustion.
Additionally, all nonmagical plant life in the area withers and dies. If this damage would reduce a creature to 0 hitpoints they immediately wither away and disintegrate into dust.
Blood Rune (e). This runes magic allows you to tap into the art of blood magic. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Medicine) checks, and you gain the spare the dying cantrip which you can cast as a bonus action.
In addition, you can use your bonus action to invoke the rune and empower your strikes for 1 minute, allowing your weapon attacks to cause excessive bleeding. When invoked, once per turn, when you hit a creature other than an undead or a construct, they must make a Constitution saving throw
or lose 1d10 hit points at the start of each of their turns.
Each time this effect is applied the damage dealt by the wound increases by 1d10. At the end of each of its turns, the target repeats the save and on a success the effect ends. The wound also closes if the target receives magical healing.
As a reaction you can choose to end this effect early healing yourself in the process. For each 1d10 of bleeding in effect on a target(s) you may heal 1d10. This causes any further damage to be removed from the target(s) as if they had succeeded their saving throw.
Soul Rune (e). This runes magic allows you manipulate the shadows and bind souls to your command. While wearing or carrying an object inscribed with this rune, you gain Truesight out to 30ft, and as a bonus action you enter the Shadow Realm until the start of your next turn.
While in the Shadow Realm you can see and hear the plane you originated from, which is cast in shades of grey, and you can’t perceive anything more than 60 feet away. Creatures in the original plane can’t perceive you or interact with you, unless they have the ability to do so.
If you attack, cast a spell or perform similar actions targeting any creature on the plane you originated from, you immediately return to that plane. You can use this ability a number of times equal to your Proficiency Bonus, and regain all expended used on a long rest.
In addition, as a reaction you can invoke the rune to target a creature within 30ft who has died in the last minute and bind its soul to your service for the next 10 minutes. The creature cannot be undead or a construct. By doing so the creature is reanimated as an undead servant which can be either Ghostly, Skeletal or Putrid, your choice. The reanimated creature uses the stat block provided in the Summon Undead spell (3rd-level), which is provided below for ease.
Undead Spirit
Medium Undead, Neutral
- Armor Class 11 + your Constitution Modifier
- Hit Points 30 (Ghostly & Putrid only) or 20 (Skeletal ony) + 10 x your Constitution Modifier
- Speed 30ft,; Fly 40 ft. (hover; Ghost only)
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 15 (+2) 4 (-3) 10 (+0) 9 (-1)
- Damage Immunities Necrotic, Poison
- Condition Immunities Exhuastion, Frightened, Paralyzed, Poisoned
- Senses Darkvision 60 ft., Passive Perception 10
- Languages Those known in life
- PB PB equals your Proficiency Bonus
Traits
Festering Aura (Putrid Only). Constitution Saving Throw: DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit.
Failure: The creature has the Poisoned condition until the start of its next turn.
Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet travelled.
Actions
Multiattack. The spirit makes a number of attacks equal to your Constitution Modifier.
Deathly Touch (Ghostly Only). Melee Attack Roll: Bonus equals your Constitution Modifier, reach 5 ft. Hit: 1d8 + 3 + your Constitution Modifier Necrotic damage, and the target has the Frightened condition until the end of its next turn.
Grave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your Constitution Modifier, range 150 ft. *Hit:( 2d4 + 3 + your Constitution Modifier Necrotic damage.
Rotting Claw (Putrid Only). Melee Attack Roll: Bonus equals your Constitution Modifier, reach 5 ft. Hit: 1d6 + 3 + your Constitution Modifier Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.