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| rules:part_2_player_characters:runesmith [2025/06/23 00:56] – [Special abilities] 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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| **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. | ||



