The Runescarred
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Runescar, Mage Hunter 0 0 0
2nd +2 Fighting Style, Spellcasting, Runeblade 1 2 2
3rd +2 Arcane Recovery 1 2 3
4th +2 Ability Score Improvement, 2 3 3
5th +3 Extra Attack 2 3 4 2
6th +3 Miasma 3 4 4 2
7th +3 Arcane Ritualism 3 4 4 3
8th +3 Ability Score Improvement 4 5 4 3
9th +4 Commune with the Weave 4 5 4 3 2
10th +4 Aura of Dread 4 6 4 3 2
11th +4 Improved Runeblade 4 6 4 3 3
12th +4 Ability Score Improvement 5 6 4 3 3
13th +5 5 7 4 3 3 1
14th +5 Threads of Fate 5 7 4 3 3 1
15th +5 Arcane Quickening 5 8 4 3 3 2
16th +5 Ability Score Improvement 5 8 4 3 3 2
17th +6 5 9 4 3 3 3 1
18th +6 Improved Miasma 5 9 4 3 3 3 1
19th +6 Ability Score Improvement 6 10 4 3 3 3 2
20th +6 Archon 6 10 4 3 3 3 2

Maybe a great evil has found its way to your plane, or maybe the world has changed after a catastrophic event. Whatever the reason, the Runescarred have found themselves needed again. Forged out of blood and magic, a runescar allows warriors to channel the very strength of the Weave into their attacks. Some can even tap into the arcane in order to cast spells, albeit they lack the propper study or raw talent to reach greater heights.

As warriors guided by the Weave, the Runescarred have a special relationship to it. The bond created during the searing ritual that scars their flesh also scars their souls, making it so that the very essence of the arcane passes through their bodies. Because of that, the Runescarred possess an incredible affinity for tracking arcane users or creatures from different planes.

Class Features

As a Runescarred, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Shields, medium armor
  • Weapons: Simple and martial weapons
  • Tools: Alchemist Kit, Herbalist Kit

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Acrobatics, Arcana, Athletics, Perception, Stealth, Sleight of Hand

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) An alchemist kit or (b) an herbalist kit
  • (a) An arcane focus or (b) a symbol of power

Runescar

The arcane pulse of the Weave flows through your scars. Patterns adorn your body, faintly glowing and pulsating with magical power. Every time you cast a spell or is hit by a spell, your Runescars absorb part of its power. This does not weaken the spell nor does it take anything away from spells used on you.

However, after three casts or after being hit by three spells, your Runescars begin to glow brightly, allowing you to tap into their reserved power to strengthen your next melee weapon attack with arcane power as a bonus action.

Choose an effect from the list below. The DC matches your Spell Save DC. You cannot use the same effect twice before a short rest:

  • Bleeding Upon a successful hit, the target must make a Constitution saving throw. On a failed save, the target bleeds until the end of your next turn. Enemies that are bleeding suffer an additional 1d4 damage from piercing or slashing attacks. This extra damage is improved to 1d6 at level 3, 1d8 at level 5, 1d10 at level 9 and 1d12 at level 12.
  • Stun Upon a successful hit, the target must make a Constitution saving throw. On a failed save, the target is stunned until the end of your next turn.
  • Blinded Upon a successful hit, the target must make a Constitution saving throw. On a failed save, the target is blinded until the start of your next turn.

Mage Hunter

The ritual that scarred your flesh and soul has also made you extremely sensitive to sensing magic and its users. This allows you to see faint echoes of the Weave as it was before being disrupted by those who wield it.

Whenever you make a Survival (Wisdom) or Perception (Wisdom) check to search for, or track, ar arcane user, magic item or creature brought into this Plane via magical means, add double your proficiency bonus to the roll.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you can +1 to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.


Underhanded

When you are wielding a melee finesse weapon, you can, as a bonus action, try to distract the enemy closest to you, granting advantage on the next attack against this creature.

Spellcasting

By the time you reach 2nd level, you have learned to tap into the Weave through your scars to cast spells, similar to how a wizard does. See chapter 10 of the Player's Handbook for general rules of spellcasting and chapter 11 for the wizard spell list.

Spell Slots

The Runescarred table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of those spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells known of 1st level and higher

You know two 1st-level spells of your choice from the wizard spell list. The 'Spells Known' column of the Runescarred table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the wizard spell list, which must also be of a level for you have spell slots.

Spellcasting Ability

Constitution is your spellcasting ability for your Runescarred spells, since your magic draws upon the arcane fuel of your scars. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a runescarred spell you cast and when making an attack roll with one.

Runeblade

Starting at 2nd level, with a melee weapon attack, you can expend one runescarred spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 3d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6. The damage increases by 1d6 if the target is Fey or can cast spells higher than 3rd-level.

However, if your Runescar is filled with arcane energy, add 1d8 for each spell slot higher than 1st, to a maximum of 3d8. Doing so depletes your Runescar.

Arcane Recovery

You have learned to redirect some of the magical energy stored into your Runescar to yourself. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is to or less than half your runescarred level (rounded up), and none of the slots can be 4th level or higher. For example, if you're a 4th-level runescarred, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Miasma

At 6th level, pure magical power begins pouring out of your scars. Choose two cretures within 5ft of you. Whenever they start their turn next to you, the sheer magical power flowing around you Force damages them for your runescarred level + your Constitution modifier, divided by 2 (rounded up). For example, if you are a 6th-level Runescarred with a Constitution modifier of +3, the creatures next to you would take 5 Force damage.

Arcane Ritualism

Starting at 7th level, you begin to understand the finer aspects of magic. This allows you to cast a spell you know as a ritual. In addition, you can also use a spell scroll to cast a spell as a ritual, if the spell description so allows, without destryong the spell scroll immediately.

When casting as a ritual from a scroll, roll a d20. If the roll is lower than or equal to 10, the scroll is destroyed.

Aura of Dread

At 10th level, your Runescar begins to burn whenever you are hit by or in the presence of a spell. Once per short rest, as a reaction, you can use this pain to alter the arcane forces flowing out of you.

Enemies within 5ft of you have disadvantage on their next attack against you, as well as disadvantage on saving throws against the frightened condition.

Improved Runeblade

By 11th-level, you are so inffused with arcane power that your weapons being to glow faintly and pulsate with energy. Whenever you hit a creature with a melee weapon attack, the creature takes an extra 1d6 Force damage. If you also use your Runeblade with an attack, you add this damage to the extra damage of your Runeblade.

If your Runescar is filled with arcane energy, this damage is improved to 1d8 Force damage.

to-do

Threads of fate - allows, as a bonus action, to touch a creature and see how it can pull on the threads of the weave. can instantly know 3 facts about the creature.

Improved Miasma - hit baddie, make every enemy around save for frightened condition

Arcane Quickening - choose a wizardry school. spells from that school of up to 3rd level can be cast as a bonus action (might be broken with BA Fireballs)

Archon - become the embodyment of war magic, gain whatever/bonus/i dunno yet.