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Runeseeker


Hit Points

Hit Dice: d6 per Runeseeker level
Hit Points at first Level: 6 + your constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your constitution modifier

Proficiences

Armor: None
Weapons: Daggers, Darts, Slings, quarterstaff, Light crossbow.
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Arcana, History, Insight, Investigation, Persuasion, Perception, Religion, Survival

Overview & Creation

Rune seekers are invested in old ruined civilizations and forgotten languages, they also are arcane magic users gaining their magic either from the runic items they study To create a Runeseeker quickly, Intelligence should be your highest score. Followed by either Wisdom or Charisma, depends on what Runic item you take.


Class Features

Runic item   At 1st level, you have a runic item (that can be anything). The number of spells you have at 1st level is four. To gain additional spells you must spend one hour plus the level of the spell, minus your intelligence modifier (minimum 1 hour), this requires your consecration and you cannot be disrupted while doing this, you must have a spell slot of that level of spell. Except your Cantrips, which are fixed in your mind. If you lose your runic item, you can still cast cantrips but can’t cast any other spells until you find it or buy a new one. Runic secret   When you reach 3rd level, your knowledge of runes increases. You choose one of the secret soul of runes, the secret of the mind runes, or secret of the blood of runes, all detailed at the end of the class descriptions. Your choice grants you a chance at 3rd level, and again at 7th, 10th and 15th level.   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. When you reach 15th level you can increase your intelligence to 22 using this feature.     Enhanced runic item   Starting at 5th level, the runic item you chose becomes more powerful, you still gain the effects from your runic item at 1st level.   Name Effect   Amulet of courage. You gain advantage on wisdom saving throws.   Armband of constitution. You gain extra hit points equal to your charisma score.   Cloak of speed. Your dexterity score increases by 2, or your intelligence score increases by 1.   Cloak of protection. Your ac equals 12 + your dexterity modifier + your wisdom modifier.   Headband of healing. When you finish a short or long rest you regain extra hit points equal to your Wisdom modifier, and after a long rest you gain temp hit points equal to your Wisdom score.   Ring of understanding Studying your runic item no longer requires you concentration. You gain two additional spells.   Ring of spellcasting. You gain a 1st and 2nd level spell from any one spell lists.   Rock of Insightfulness. If you talk with a creature for more than 1 minute you attomaticualy know that creatures intentions, and what they truly think about you.   Enchanting runes   Starting at 6th level, your runic item can only break by taking 37 damage from one magical attack, and you can now use it to help any creature, not just you.   Extra enchanting   When you reach 7th level, your runic item can only break by taking 45 damage from one attack, and you may use your item (it does not matter what item you chose) to remove any disease or heal 15 poison damage from one creature, additionally gain 15 temp hit points, you can do this once before you finish a short or long rest.   Extra enchanting (2)   When you reach 11th level, your runic item can only break by taking 60 damage from one attack, and you only need to see your runic item to cast spells.   Eye of the rune keeper   Starting at 11th level, you can speak, read, and write all ancient languages.   Magic rampage   Starting at 14ht level, you can cast any Instantaneous spell as a bonus action. You don’t need a material component for that spell, and the spells level can’t be above 3rd level and can’t be a cantrip.   Ancient runic item   When you reach 18th level, your runic item cannot break or lose its magical properties in any way. Also, your runic items gain additional effects:   Name Effect   Amulet of courage. You cannot be frightened.   Armband of constitution. If you have over half of your hit points you can halve the damage of any attack once before you finish a short or long rest. If the creatures uses a multiattack, halve the damage of two attacks.   Cloak of speed. You can use the dash and disengage action as a bonus action. Additionally you take no damage from a spell that requires you to make a dexterity saving throw if you succeed, this includes breath weapons.   Cloak of protection. You resistance to nonmagical damage from Slashing, and Piercing attacks.   Headband of healing. All creatures of your choice 80 feet from you that are also resting also gain the benefits of this item.   Ring of understanding. You regain all expended spell slots when you finish a short rest.   Ring of spellcasting. You gain a 3rd, 4th, and 5th level spell from the: Bardic, Divine, or Arcane spell lists.   Rock of Insightfulness. You automatically succeed on all insight checks. In addition, Your wisdom score increases by 2.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: -(a) a component pouch or (b) an arcane focus. -(a) a scalars pack or (b) an explorers pack.

  • a dagger, and a runic item (see the "Runic item" feature)

  • Spellcasting

    As an explorer of ancient ruins, you have a Runic item that you found while searching ancient ruins, or was given it (the item can be anything, see Runic item feature for more description). This item grants you the power to cast spells. Cantrips At 1st level, you know three cantrips of your choice from the rune seeker spell list. You learn additional rune seeker cantrips of your choice at higher levels, as shown in the Cantrips Known column of the rune seeker table. Runic item At 1st level, you have a runic. The number of spells you have at 1st level is four. To gain additional spells you must spend two hour's per level of the spell, minus your intelligence modifier (minimum 1 hour), this requires your consecration and you cannot be disrupted while doing this, you must have a spell slot of that level of spell. Except your Cantrips, which are fixed in your mind. If you lose your runic item, you can still cast cantrips but can’t cast any other spells until you find it or buy a new one. And you cannot learn new spells. Preparing and casting spells The rune seeker table shows how many spell slots you have at 1st level and higher. To cast one of these spells, you must expend a spell slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.   You can prepare the list of rune seeker spells that you have learned. To do so, choose a number of rune seeker spells That you chose equal to your Intelligence modifier + you’re your Runeseeker level (minimum of one spell).   You can change your list of prepared spells when you finish a long rest. Preparing a new list of rune seeker spells requires time spent studying your runic item and memorizing incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting ability Intelligence is your spellcasting ability for your rune seeker spells, since you learn your spells through dedicated study. You use your intelligence modifier when setting a saving throw DC for a rune seeker spell you cast and when you make an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual casting You can cast a rune seeker spell as a ritual if that spell has a ritual tag and you have the spell. You don’t need to have the spell prepared. Spellcasting focus You can use an arcane focus as your spellcasting focus for your rune seeker spells.


    Subclass Options

    Secret of the soul runes   Rune seekers that choose this secret try to find out how to create runic items.   Master Artisan   When you choose this secret at 3rd level, you gain proficiency with smith’s tools and woodcarvers tools. If you are already proficient with those tools double your proficiency bonus with them.   Awakened Runic item   When you choose this secret at 3rd level, you can use your action to shoot a radiant blast at one creature within range. Make a ranged spell attack against the creature. One a hit it takes 4d6 + your intelligence modifier radiant damage. You regain the use of the feature after you finish a long rest. The damage increases to 8d6 at 10th level.   Elemental burst   At 7th level, you can use your runic item to summon two mephits (see stats in MM) 20 feet from you, that will do whatever you tell them to. The number of mephitis summoned increases to three at 10th level. You regain the use of this feature after you finish a short or long rest.   Soul of the Rune   Starting at 15th level, you get a second runic item that you created. You cannot choose the same object as your second runic item.   Mastering soul of runes   At 20th level, You have mastered how to create runic items and can now create more of them. You must take a item in good condition and spend three days creating runes to enchant the item. The spells on every Runic item you create have to learn.   Secret of the blood of runes   Rune seekers that chose this secret try to make a runic item apart of their own body. Skin-carved Runes   At 3rd level, you gain proficiency with the skin carver’s tools. Skin carving is a technique similar to tattooing, but distinct in that the skin is carved by chisels. You gain proficiency with the Medicine skill if you don't have it already. If you are already proficient in the Medicine skill your proficiency bonus is doubled for any ability check you make that uses Medicine.   Blood Bounty   At 3rd level, when you reduce a hostile creature to 0 hit points, you gain temporal hit points equal to the full damage that your attack would have inflicted if the creature's hit points weren't reduced to 0, but a maximum of 20.   Drain Surge   At 3rd level you can sacrifice blood to regain magical energy. You can use a bonus action to take 1d10 slashing or piercing damage and recover a 1st level expended rune seeker spell slot. This damage cannot be reduced by resistances, immunities or by other means. You can also take 2d10 damage to recover a 2nd level expended rune seeker spell slot.   Blood Runic weapon   Starting at 7th level, you can combine your runic item with any weapon (plus your blood), and you gain proficiency with the weapon of choice. Your chosen weapon becomes your new runic item, it still has the same effects as your runic item plus it deals an extra 2d4 necrotic damage. Your runic item is now called Blood runic weapon.   Blood Lust   At 10th level, when you drain life from your foes without the need to recover from your wounds, you enter a state of uncontrolled blood lust. When you would gain temp hit points from blood bounty, but you already have temp hit points, until the end of your next turn you gain advantage to all attack rolls and deal 1d6 more damage to any creature you hit.   Advanced Blood Magic   At 15th level, you can take 3d10 Slashing damage to cast a spell as a 5th level spell, without exspening a spell slot, this damage cannot be reduced by resistances, immunities, or by other means. If you drop to 0 hit points from this damage, and the spell doesn’t deal damage you can cast it as a 6th level spell. If you die before your next turn after using this feature, all creatures 50 feet from you take 1d12 necrotic damage.   Blood of runes   Starting at 20th level, Your Blood runic weapon is now apart of you (You still have your Blood runic weapon). Yout blood Runic weapon deals 5d4 necrotic damage. And You no longer need to prepare spells to cast them.   Secret of the mind of runes   Rune seekers that choose this secret like finding runic items and the lore behind them.   Skilled observer   When you choose this secret at 3rd level, you gain advantage on Investigation and perception checks.   Rune mind   At 7th level, you can use your action and runic item to know the surface thoughts of any creature you can see. The creature must make a wisdom saving throw (DC 8 + your proficiency bonus + your charisma modifier), on a success your runic weapon cannot read its mind. When you reach 18th level, the target cannot make a saving throw.   Arcane researcher   At 10th level, you can cast the spell detect runes and one first level spell that does not deal damage at will.   Runic mending   Starting at 15th level, your runic item can mend magical and runic items and restore the magic in them.   Searcher of runes   Starting at 20th level, You can choose one Runic secret, You gain all features from that secret.



    Created by

    Zagreth.

    Statblock Type

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