Rune-Binder Conclave
Rune-Binder Magic
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Rune-Binder
Spells table. The spell counts as a ranger spell for you, but it
doesn’t count against the number of ranger spells you know.
Rune-Binder Spells
Ranger Level Spells
3rd Detect Magic
5th Enlarge/Reduce
9th Magic Circle
13th Stone Shape
17th Teleportation Circle
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain
proficiency with mason’s tools, and you learn to speak, read,
and write Giant.
Elemental Runes
At 3rd level, you gain access to four Elemental Runes which
you can channel to enhance your attacks. You always have one
Elemental Rune channeled and can change which elemental
rune you are channeling as a Bonus Action.
You gain a Bonus Action that you can use to imbue the
weapon, or weapons, you’re currently holding with the rune
you are channeling. Until the end of the turn, whenever hit a
creature with an imbued weapon you can activate the current
Elemental Rune you are channeling. A creature can only be
affected by Elemental Runes once per turn.
When you engage in two-weapon fighting, you can imbue
your weapons as part of the same bonus action you use to
make the attack.
Ild (Fire Rune): The struck target takes 1d6 bonus fire
damage as a flaming rune appears on them. Until the start of
your next turn, the next time the target takes damage it takes
bonus fire damage equal to your wisdom modifier.
Ise (Frost Rune): The struck creature takes 1d6 bonus
cold damage as frost coalesces into a rune on them. Until the
start of your next turn the target has its movement speed
reduced by 10ft.
Skye (Cloud Rune): The struck creature takes 1d6
bludgeoning damage and is knocked back 10ft as wind rushes
into the shape of a rune on them.
Uvar (Storm Rune): The struck creature takes 1d6
lightning damage as lightning gathers into a rune on them.
The target cannot use their reaction until the end of your turn.
The damage dice for your Elemental Runes becomes 2d6 at
level 11.
Reactive Runes
At 7th level, you have learned how to let the power from your
runes linger in the form of Rune-Binding on an enemy.
Whenever you damage a creature with your Elemental Runes
feature you can mark the creature as Rune-Bound for 1
minute.
As a reaction, you can make a Rune-Binding to flare with
energy, disrupting the attack of an enemy. When you see a
Rune-Bound creature make an attack, you can use your
reaction to impose disadvantage on the attack.
Rune Surge
At 11th level, you have learned how to overload your RuneBindings, causing them to surge with power. As an Action on
your turn you can perform a Rune Surge, the effect of which is
determined by the Elemental Rune you are channeling. The
effect uses your Ranger Spell Save DC for any saves it
requires.
Ild (Fire Rune): All creatures within 5ft of a Rune-Bound
creature, including the Rune-Bound creatures, must make a
Dexterity saving throw as fire bursts from the Rune-Bindings.
A creature takes 6d6 fire damage on a failed save, or half as
much on a successful one. A creature in the area of more than
one fiery burst is affected only once.
Ise (Frost Rune): All Rune-Bound creatures must make a
Strength saving throw as frost spreads from their RuneBindings. A creature takes 5d8 cold damage and has their
movement speed reduced to zero till the start of your next
turn on a failed save, or half as much damage and are not
slowed on a successful one.
Skye (Cloud Rune): All Rune-Bound creatures must make
a Strength saving throw as wind pummels them from above. A
creature takes 5d8 bludgeoning damage and is knocked prone
on a failed save, or half as much damage and are not knocked
prone on a successful one.
Uvar (Storm Rune): All Rune-Bound creatures must make
a Dexterity saving throw as lightning arcs between the RuneBindings. A creature takes 2d8 lightning damage for each
Rune-Bound creature, or half as much damage on a
successful one.
After using Rune Surge, all Rune-Bindings used expire.
Once you’ve used this action, you can’t use it again until you
finish a short or long rest or until you expend a spell slot of
3rd level or higher to use it again.
Rune Master
At 15th level, you have mastered your control over your RuneBindings and are aware of them at all times. The duration of
your Rune-Bindings is increased to one hour.
While a Rune-Bound creature is on the same plane as you,
you are always aware of its location. Rune-Bound enemies do
not gain advantage on attacks made against you while unseen
by you.
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