Runesmith

A Runesmith

Level XP HD Special Rune Crafter (Uses/Day) Galdrmaster (Uses/Day)
1 0 1d6 Rune Crafter, Lore of Runes 1
2 2,150 2d6 2
3 4,300 3d6 Galdrmaster 3 1
4 8,600 4d6 4 2
5 16,200 5d6 Rune of Protection 5 3
6 32,400 6d6 6 4
7 64,800 7d6 Elemental Weaving 7 5
8 130,000 8d6 8 6
9 220,000 9d6 Master Runesmith 9 7
10 310,000 9d6+1 10 8
11 400,000 9d6+2 11 9
12 490,000 9d6+3 12 10
13 580,000 9d6+4 Stronghold and followers 13 11
14 670,000 9d6+5 14 12
15 760,000 9d6+6 15 13
16 850,000 9d6+7 16 14
17 940,000 9d6+8 17 15
18 1,030,000 9d6+9 18 16
19 1,120,000 9d6+10 19 17
20 1,210,000 9d6+11 20 18

The Runesmith is a keeper of ancient secrets, a scholar of forgotten symbols, and a craftsman of mystical power.  They understand that true magic resides not just in arcane words, but in the potent resonance of runes and the power of the spoken word (galdr).  While not a spellcaster in the traditional sense, the Runesmith imbues objects and inspires allies with protective wards, enhances weapons with fleeting power, and can subtly influence the world through their deep connection to primordial energies.

Runesmiths are meticulous and deeply learned individuals, often found in ancient libraries, secluded workshops, or traveling to uncover lost lore.  They are rarely frontline fighters, preferring to support their allies with tactical enhancements and environmental manipulation.  Their reputation is built on their knowledge of ancient symbols and their ability to bring latent power to bear.  They may carry a set of carving tools, ink, or a collection of small, carved bones or stones used in their practices.

A Runemsith has intelligence as their prime requisite.  A Runesmith must have an intelligence of at least 14.  A Runesmith with an intelligence score of 16-17 gains +5% to earned experience points; a score of 18 gains +10%.  A Runesmith fights as a thief and saves as a magic-user.  Runesmiths may only use light armor but no shields, and may use hand and throwing axes, daggers, clubs, hammers, and staves.

Special abilities

Rune Crafter:   As an action, a Runesmith can quickly carve or activate a minor rune on a single non-magical object, weapon, or piece of worn armor they can touch. This rune’s effect lasts for 1 round unless specified.  The Runesmith has a number of uses per day as indicated on the table.  Only one rune can be active on a single item at a time.

A Runesmith begins play with an intimate knowledge of three runes (one chosen by the player, one chosen by the DM and one random), and gains an additional rune per level.  The runes a Runesmith may employ may include:

  1. Rune of Blindness: On a weapon.  The object is imbued with the power to blind an opponent struck with the object (save versus magic to resist).  Lasts one turn.
  2. Rune of the Boulder: On a stone.  When this rune is drawn on a stone and strikes a target, it will do 2-4 HP of damage, as if it were hurled by someone of great strength.
  3. Rune of Charming: On a person or animal.  When this rune is drawn on a man-sized or smaller person or natural beast of four hit dice or less they are charmed as per a Charm Person or Charm Animal spell (save versus magic to resist).  Lasts one turn.
  4. Rune of the Cleansing Stone: On a stone.  When this rune is drawn on a stone and dropped in a body of water up to five gallons it is rendered potable.
  5. Rune of Egress: Drawn on a locked object.  The Runesmith draws this rune on a locked object and must save versus magic; on a successful save the object is unlocked as per a Knock spell.
  6. Rune of Fear: On an object.  When an opponent is struck with the object they must save versus magic or be subject to a magical fear effect for one turn.
  7. Rune of Fire: On an object.  The object bursts into a dim flame (10’ radius) that does not harm the wielder; the flame will do an additional 0-2 HP of damage on a strike.  Lasts one turn or until it strikes or lights a target, whichever is first.
  8. Rune of Health: On a person or animal.  When this rune is drawn on a recipient, they are healed of 1-3 HP of damage.
  9. Rune of Illumination: On an object.  The object sheds dim light in a 20’ radius for one turn.
  10. Rune of Invisibility: On a person.  When drawn on a person they are rendered invisible to sight for one turn, with the same caveats as the Invisibility spell.
  11. Rune of Knowledge: On an object.  When the rune is drawn on an object, the Runesmith can ask a question to get a vague vision about the item the rune is drawn upon.  It must be something that the ancestors or spirits would be able to answer.
  12. Rune of the Living: On worn armor or clothing.  The wearer is ignored by corporeal undead of four or fewer hit dice for one turn, or until an attack is made.
  13. Rune of Locking: On an object that can be locked or stuck.  When this rune is drawn on an object that can be locked or stuck it is affected as per a Hold Portal spell for one round per level, up to one turn.
  14. Rune of Shielding: On worn armor.  The wearer gains a +1 bonus to AC against the next incoming attack.
  15. Rune of Shocking: On one’s hand.  When this rune is drawn on one’s hand and they touch a target with it, the target will take 2-4 HP of electrical damage from a shock.
  16. Rune of Silence: On an object.  The object dampens sound within a 10-foot radius, making it difficult to hear through (requires a difficult intelligence ability check to hear anything within).  Lasts one turn.
  17. Rune of Striking: On a weapon.  The next attack made with this weapon gains a +2 bonus to hit OR +2 bonus to damage (player’s choice).
  18. Rune of Sustenance: On foodstuffs.  When drawn on a day’s worth of rations they are rendered safe for use for a further week, or alternately they can feed three to the same degree that they fed one.
  19. Rune of Warning: On a precarious object.  When drawn on an object that is then precariously balanced on the ground, if someone or something with ill intent approaches and they fail a saving throw versus magic then the object will fall to the ground with an abnormally loud clatter or crash, waking all the allies of the Runesmith.  Lasts for eight hours.
  20. Rune of Whispers: On an object.  When this rune is drawn on an object and given to another, the Runesmith may send a whisper to them once of up to six words.

Other runes are possible, and may be discussed with the DM for effects that you may want to include.

Lore of Runes: The Runesmith has an innate connection to ancient symbols. They can automatically read and understand any non-magical runic inscription. They gain a +2 bonus to Intelligence checks made to decipher complex or magical runic texts, scrolls, or ancient languages. At 5th level, they can attempt a difficult intelligence ability check to identify the properties of a magic item that prominently features runic markings (once per item).

Galdrmaster: As an action, a Runesmith can utter a short, potent Galdr (a powerful chant or incantation) to affect a single creature within 30’ who can hear them. The Runesmith has a number of uses per day as indicated on the table. The Runesmith chooses one of the following effects:

  1. Galdr of Bounding: The target must make a strength ability check.  If failed, their movement speed is halved for 1 round, as the Galdr subtly binds their limbs.
  2. Galdr of Clumsiness: The target must make a dexterity ability check.  If failed, they have a mishap that renders them at -4 for their next action.
  3. Galdr of Distraction: The target must make a wisdom ability check.  If failed, they suffer -4 on their next attack roll or ability check within the next round, their focus broken by the distracting chant.
  4. Galdr of Impotence: The target must make a constitution ability check.  If failed, their strength score is lowered by -4 for one round as the Galdr affects their stamina.
  5. Galdr of Madness: The target must make an intelligence ability check.  If failed, they forget who their enemies are and will attack their nearest ally in the next combat round.
  6. Galdr of Panic: The target must make a charisma ability check.  If failed, the target must make an immediate morale check at -4.

Rune of Protection: Once per day, as an action, the Runesmith can carve a complex protective rune into a piece of worn armor. For the next 1d4 rounds, the wearer gains a +1 bonus to all saving throws. This rune radiates a faint, calming light, and creatures that strike the wearer with natural weapons (claws, teeth) take 1 point of minor spiritual feedback damage (non-magical, does not reduce HP below 1).

Elemental Weaving: Once per day, as an action, a Runesmith can call upon localized natural forces to subtly influence the environment within 30 feet. They choose one of the following effects:

  • Gust of Wind: A strong gust of wind (up to 30 mph) blasts a 10’ wide, 30’ long line, capable of knocking over small, unsecured objects, or making ranged attacks through it suffer -4 to hit.
  • Icy Patch: A 10’ square of ground becomes slick with ice. Creatures moving through it must make a dexterity ability check or fall prone.
  • Minor Tremor: A small tremor shakes a 10-foot radius area, potentially causing loose stones or debris to fall (GM‘s discretion) or making creatures within it make a dexterity ability check or lose their next action.

Master Runesmith: The Runesmith’s mastery over runic power is profound. They gain a permanent +1 bonus to their intelligence score (cannot exceed 18). Additionally, their Rune Crafter abilities (Rune of Striking, Rune of Shielding) increase to a +4 bonus.

Stronghold and Followers: Upon reaching 13th level, a Runesmith may establish a stronghold, typically a well-fortified workshop, an ancient cairn, or a secluded, rune-marked shrine. This stronghold will attract a number of loyal followers (as per standard Basic Fantasy RPG rules for a Sage).


Do not meddle in the affairs of wizards, for they are subtle and quick to anger