The Rune Warrior in Mannaheim | World Anvil
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The Rune Warrior

A Rune Warrior is a Dreng who forms a bond with Runes through the decoration of their mortal flesh with the Æsir's sacred language. Being one with Runes twists one's fate and enables you to cast spells as well as show extraordinary strength of arms. These warriors are among the most revered in all of Mannaheim. Although they are not many, several have played critical roles throughout history.

Runic Combatant

This is your start of your relationship with Runes. Although you know it is a long and winding road to master runes, you feel the power they bestow upon you in the name of Óðinn, God of Knowledge.   Starting at 3rd level, you can leave a Rune on a weapon. This Rune is specific to you and when examined by someone who is proficient in the Arcana skill, it reveals properties pointing at you (such as your race, age, gender, and maybe your name if you've met) if the examiner makes a successful DC 15 Intelligence (Arcana) Check.   Leaving a Rune on a Weapon can be done in many ways; by drawing a Rune with blood, using artisans tools, or other techniques. Drawing the Rune takes 8 hours and when it's done, the weapon becomes a Runic Weapon. A Runic Warrior can only have one Runic Weapon at a time. When a second one of made, the first one loses its Runic Weapon Properties.   When you choose a weapon to be your Runic Weapon, a part of your soul is bound to it. As a result, Runic Weapons deal an Extra 1D6 Force Damage. This damage increases to 2D4 at 7th, 2D6 at 10th, 3D4 at 15th, and 3D6 at 18th level.  

Rune Caster

Starting at 3rd level, you are able to cast Runes and create magical effects. When you learn a new Rune, you tattoo in your body or scarify it. This process takes two hours for each level of Rune.   Charisma is your Spellcasting ability.   Spell Save DC = 8 + your proficiency bonus + your Charisma Modifier You may choose your Runes from the Runes of the Rune Warrior's table.

Rune Bound

Your bond with Runes and your Runic Weapon grows stronger.   Starting at 7th level, as an Action, you can choose to carry your Runic Weapon as a Rune on your body; when you do so, the weapon loses its physical form and is placed somewhere on your body in the shape of the same Rune you drew on it. As a Bonus Action, you can summon it to a free hand.

Warrior Above All

You become an exemplary fighter whose might is worthy of legends. Your tale and future deeds will be remembered by all who hear them. Starting at 10th Level, you can become a master of your fighting style by choosing one of the following:  Bowman. You gain +4 bonus to the damage you deal with Ranged Weapons  Armor Expert. You gain the benefit of the Fighting Style (Defense) again.  Duel Seeker. When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack rolls with that weapon.  Crusher. When you roll damage for a two-hand melee weapon attack and get a 1, 2, or 3, you can reroll the die and use the higher result you get. The weapon must possess the two-handed or versatile property for you to gain this benefit.  Defender. While wielding a shield, you can choose to protect an ally within 5 ft. of you by holding your shield in front of them as a reaction. If you do so, you cannot benefit from the AC bonus of your shield, however, your ally does until your next turn.  Deal Weapon Adept. When you engage in Two-Weapon fighting, if you attack and hit your target successfully with your weapons in one round, your target makes a Dexterity saving throw against the highest attack roll you made against it in the same round. On a failed save, it is knocked prone.

Fate of the Weapon

Starting at 15th Level, your very existence becomes inseparable from your weapon's Rune and so does your fate. You understand that some weapons play a more important role in history and are destined to slay legendary foes. At this point, you realize that your specific Runic Weapon has such a destiny.   You receive a vision of your weapon's fate.   Three times per short rest, you can make an attack roll with Advantage.

A Living Weapon

Starting at 18th Level, your bond with your runic weapon becomes so strong that when you die, you may choose to bond your spirit to the weapon, infusing together and becoming a Sentient Weapon. This leaves your Rune on the weapon permanently. If you choose this option, the Runic Weapon becomes +3. If you die before you complete your destiny, you may yet chase it still. In addition, when you make a hit with your runic weapon, you may choose to make a critical hit. Once you use this feature, you need to finish a short rest before it can be used again.

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