Runemancer (5e Class)
Runemancer
The Runemancer uses powerful runes that manifest various effects. Some of these effects are passive, while others can be activated using a resource called flow.
Creating a Runemancer
- Quick Build
You can make a Runemaster quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the Sage background.
Class Features
As a Runemaster you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Runemaster level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Runemaster level after 1st
- Proficiencies
Armor: Light Armour
Weapons: Simple Weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Arcana
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two simple weapons. or (b) A simple weapon and a Dungeoneer's Pack.
- (a) A dagger and an Explorer's Pack. or (b) A light crossbow and a quiver with 20 bolts. or (c) A longbow and a quiver with 20 arrows.
- (a) A bag of ball bearings or (b) An ink pen, bottle of ink and ten sheets of paper
- If you are using starting wealth, you have 4d4x10gp in funds.
Level | Proficiency Bonus | Features | Base Runes | Base Flow |
---|---|---|---|---|
1st | +2 | Runic Carving | 2 | 4 |
2nd | +2 | Recarve | 4 | 7 |
3rd | +2 | <!-Class Feature3-> | 6 | 10 |
4th | +2 | Ability Score Improvement | 8 | 13 |
5th | +3 | — | 10 | 16 |
6th | +3 | — | 12 | 20 |
7th | +3 | — | 14 | 23 |
8th | +3 | Ability Score Improvement | 16 | 26 |
9th | +4 | — | 18 | 30 |
10th | +4 | — | 19 | 32 |
11th | +4 | — | 20 | 34 |
12th | +4 | Ability Score Improvement | 21 | 36 |
13th | +5 | — | 22 | 40 |
14th | +5 | — | 23 | 42 |
15th | +5 | — | 23 | 44 |
16th | +5 | Ability Score Improvement | 24 | 46 |
17th | +6 | — | 24 | 48 |
18th | +6 | — | 25 | 52 |
19th | +6 | Ability Score Improvement | 25 | 56 |
20th | +6 | — | 27 | 60 |
Runic Carving
At 1st level when you pick this class, you gain the ability to use Runes. Your amount of base runes per level is detailed in the class features table. That number plus your intelligence modifier is how many runes you have. Each rune can be engraved with a single runic carving, detailed in the 'Carvings' section. Some of these carvings require flow to activate. Your amount of flow is also detailed in the class features table. That number plus your wisdom modifier is your maximum flow. After a short rest, you gain back an amount of flow equal to your wisdom modifier times your levels in Runemaster (a minimum of 0) . After a long rest, you gain back all of your flow.
Recarving
At 2nd level, you gain the ability to recarve. After a long rest, you can expend half of your flow to change a single one of your runes.
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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.
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Carvings
Blaze Of Glory
Prerequisites: None
When you attack an undead enemy with a melee weapon, deal 1d4 extra radiant damage.
Flaming Steel
Prerequisites: None
As an action, you can expend 1 flow to deal 1d4 extra fire damage on your next melee attack within the next minute.
Multiclassing
Prerequisites. To qualify for multiclassing into the Runemaster class, you must meet these prerequisites:
13 Intelligence and 13 Wisdom.
Proficiencies. When you multiclass into the Runemaster class, you gain the following proficiencies: Simple Weapons, Light Armour, Arcana
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