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Runewright Conclave

Runewright Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Runewright Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Runewright Spells Ranger Level Spells 3rd comprehend languages 5th warding bond 9th elemental weapon 13th conjure minor elementals 17th teleportation circle Elementary Control Beginning at 3rd level, when you finish a long rest you can choose to gain a small amount of mastery over a single element. Choose one of the following cantrips: control flames, gust, mold earth, or shape water. Until the end of your next long rest, you gain this cantrip if you don't already know it, and Wisdom is your spellcasting ability for it. Primordial Rune Also at 3rd level, you can channel the energy of the elements through your weapon in the form of an ancient rune of power. As a bonus action, you can inscribe a single rune of your choice from the options below on to a weapon. Once on each of your turns, when you hit with an attack made with a weapon inscribed with one of these runes, you can activate the rune for an additional benefit. The rune fades after 1 minute, and you can't use this feature to inscribe another rune until the first has faded. Air. The attack deals an additional 1d6 slashing damage, and you can immediately fly up to 10 feet. You fall if you end this movement in the air and nothing else is holding you aloft. Earth. The attack deals an additional 1d6 bludgeoning damage, and the target must succeed on a Strength saving throw against your ranger spell save DC or be pushed up to 5 feet away from you. Fire. The attack deals an additional 1d6 fire damage, and the target becomes ignited with ethereal flame until the start of your next turn. While ignited in this way, it sheds bright light within 5 feet of it, and it cannot be hidden from a creature that can see the flames. Water. The attack deals an additional 1d6 cold damage, and if the target moves more than half of its walking or climbing speed on its next turn, it must succeed on a Dexterity saving throw against your ranger spell save DC or fall prone. Energy Ablation Starting at 7th level, you can siphon a small amount of energy for protection when you imbue your weapon with elemental magic. When you inscribe a rune with your Primordial Rune feature, choose one of the following damage types: cold, fire, lightning, or thunder. You gain resistance to that damage type for 1 minute, or until you inscribe a new rune on to a weapon. Greater Symbol At 11th level, when you activate a rune inscribed on a weapon from your Primordial Rune feature, you gain an additional effect based on the type of rune. Air. A cyclone of razor winds expands out from the target. Creatures of your choice within 10 feet of the target take 1d6 slashing damage. Earth. The target takes an additional 1d6 bludgeoning damage, and if it fails its saving throw, it is also knocked prone. Fire. The target takes an additional 1d6 fire damage, and while it is ignited it can't regain hit points. Water. The target, and creatures of your choice within 5 feet of it, must succeed on a Constitution saving throw against your ranger spell save DC or have their speed reduced by 10 feet. Runic Armor Beginning at 15th level, when a creature forces you to make a Strength, Dexterity, or Constitution saving throw, you can use your reaction to activate a rune of protection on your body and gain advantage on the saving throw.

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