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| rules:part_2_player_characters:runesmith [2025/06/22 23:56] – restless | rules:part_2_player_characters:runesmith [2025/07/04 23:59] (current) – old revision restored (2025/06/23 01:09) restless | ||
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| ==== Special abilities ==== | ==== 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. The Runesmith chooses one of the following effects: | + | **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. |
| - | * **Rune of Striking: ** On a weapon. The next attack made with this weapon gains a +1 bonus to hit OR +1 bonus to damage | + | 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. |
| - | * **Rune of Shielding: ** On worn armor. The wearer gains a +1 bonus to AC against the next incoming attack. | + | |
| - | | + | - **Rune of Blindness: ** On a weapon. |
| - | | + | - **Rune of the Boulder: ** On a stone. |
| + | - **Rune of Charming: ** On a person or animal. | ||
| + | - **Rune of the Cleansing Stone: ** On a stone. | ||
| + | - **Rune of Egress: ** Drawn on a locked object. | ||
| + | - **Rune of Fear: ** On an object. | ||
| + | - **Rune of Fire: ** On an object. | ||
| + | | ||
| + | - **Rune of Illumination: | ||
| + | - **Rune of Invisibility: | ||
| + | - **Rune of Knowledge: ** On an object. | ||
| + | - **Rune of the Living: ** On worn armor or clothing. | ||
| + | - **Rune of Locking: ** On an object that can be locked or stuck. | ||
| + | - **Rune of Shielding: ** On worn armor. | ||
| + | | ||
| + | | ||
| + | - **Rune of Striking: ** On a weapon. | ||
| + | - **Rune of Sustenance: ** On foodstuffs. | ||
| + | - **Rune of Warning: ** On a precarious object. | ||
| + | - **Rune of Whispers: ** On an object. | ||
| + | |||
| + | 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). | **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: | + | **Galdrmaster: |
| - | * **Galdr of Distraction: | + | |
| - | | + | - **Galdr of Clumsiness: ** The target must make a dexterity ability check. |
| + | - **Galdr of Distraction: | ||
| + | | ||
| + | - **Galdr of Madness: ** The target must make an intelligence ability check. | ||
| + | - **Galdr of Panic: ** The target must make a charisma ability check. | ||
| **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, | **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, | ||
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| **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: | **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-foot wide, 30-foot long line, capable of knocking over small, unsecured objects, or making ranged attacks through it suffer -4 to hit. | + | * **Gust of Wind: ** A strong gust of wind (up to 30 mph) blasts a 10' |
| - | * **Icy Patch: ** A 10-foot square of ground becomes slick with ice. Creatures moving through it must make a dexterity ability check or fall prone. | + | * **Icy Patch: ** A 10' |
| * **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. | * **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’ | + | **Master Runesmith: ** The Runesmith’ |
| **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). | **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). | ||



