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List of Runes
During character creation, after choosing your Runic Pulse, you must choose a Rune. Each Rune has its own rules and mechanisms that are described in it. As each Rune is a manifestation of a Runic Pulse, possessing a Rune's Runic Pulse grants Synergy benefits. A character can choose Runes that are not from their Runic Pulse, however, these Runes do not receive Synergy bonuses, as will be explained later.
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Enhanced WeaponryPrerequisito: Level 8 Pulse: Ruby A greater connection to the elemental emanation of the Runes can be channeled to empower your attacks. When choosing this Rune, you must choose one of the elements you have access to from the Elements and Damage Types table in Chapter 10 (if you have the Rune: Elemental Attack, you can use the chosen elements in both runes when activating them, declaring the used element before doing so). When you activate this rune, you coat a melee weapon in elemental energy for 2 rounds, for that duration that weapon, while in your hands, gains half your proficiency bonus as a bonus on hit rolls and half your proficiency bonus as base Pulse dice of elemental damage of the chosen type.
Elemental Effect. Successful attacks deal an additional effect based on the damage type, as per the Effects for Spells by Damage Type table in Chapter 10.
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Elemental AttackPulse: Ruby Synergy: Add Proficiency to damage and half Proficiency to Pulse Dice result Use: Half Proficiency The global runes granted you an ability to control an element and channel it through your body, increasing the power of your attacks. When choosing this Rune, you must choose one of the simple elements from the Elements and Damage Types table in Chapter 10. Upon activating this rune, your next attack deals your Pulse dice as additional damage of the type based on the chosen element. Additionally, you gain resistance to damage of the chosen element's type until the start of your next turn.
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Run OverPulse: Emerald Synergy: Add Proficiency to damage and half Proficiency to Pulse Dice result Use: Half your Proficiency The runes that strengthen your body make your enemies regret getting in your way. By moving at least half your speed in a straight line, you can activate this rune so that your next attack is empowered. Until the start of your next turn, your next melee attack deals your Pulse dice as extra damage and, if the attack is against a creature up to one size category larger than you, you force it to make a Strength saving throw. On a failure, the creature becomes Prone. In addition, you can move through the space occupied by that creature this turn.
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Elemental AuraPrerequisite: Level 8 Pulse: Ruby Your Runic potency reverberates powerfully with the elements, expanding in destructive ways. When choosing this Rune, you must choose one of the elements you have access to from the Elements and Damage Types table in Chapter 10 (if you have the Rune: Elemental Attack, you can use the chosen elements in both runes when activating them, declaring the used element before doing so).
When activating this rune, you surround yourself with an aura of the chosen element, emanating its elemental strength. You create a 5-foot area of the chosen element around you that follows you and lasts for the next 2 rounds. Creatures you target that are in that area must make a Constitution saving throw. On a failure, an affected creature takes you Pulse dice as damage from the chosen element, on a success, only half that damage. For the duration of the rune, you gain your proficiency bonus as DR to damage for the chosen element.
Elemental Protection. You gain half your proficiency bonus as DR to the chosen element.
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Runic BarrierPulse: Emerald Synergy: Add double Proficiency to hit points and half Proficiency to Pulse Dice result Use: Half your Proficiency Your runic essence is externalized creating additional protection. When targeted by an attack, you can use your reaction to temporarily activate a shield. By doing so, you gain your Pulse dice as temporary hit points. These temporary hit points last until removed or after 1 minute, while these temporary hit points are active, you gain resistance to simple damage.
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Blessing of the Crimson ElderPrerequisite: Level 15 Pulse: Ruby Legend has it that an old man with a reddish beard used to appear everywhere, bringing chaos and destruction. When you activate this rune with a bonus action, you empower your attacks until the end of your next turn. For the duration, your melee attacks made with a martial weapon deal your Pulse dice as additional necrotic damage. Additionally, you gain temporary hit points equal to the amount of necrotic damage dealt in a single turn. These temporary hit points last for 1 minute or until consumed.
Vital Force. For every 5 points of necrotic damage you take, you gain 1 temporary hit point that can stack with this rune's temporary hit points gained through this feature. Temporary hit points gained from Life Force last until your next long rest or until consumed.
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Warden’s BlessingPrerequisite: Level 8 Pulse: Emerald Utilizing your runic potency to protect your allies is something you've learned to do like no other. When you activate this Rune, you touch an ally within range, for 2 turns you take DR/true damage equal to your Proficiency bonus, and all damage dealt to that ally (except true damage) is transferred directly to you, you gain only half of that damage is true damage instead of full damage being dealt to that ally.
Warden’s Stamina. You gain your character level as maximum hit points.
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Stellar BlessingPrerequisite: Level 8 Pulse: Diamond You have learned to channel your Rune potency to restore and strengthen the bodies of your allies. When activating this Rune, choose up to 5 creatures of your choice that you can see within 10 feet of you, they regain your Pulse dice times half your Proficiency bonus in hit points. Additionally, each creature can remove an amount of Exhaustion points equal to half its Proficiency bonus. A creature can't be targeted more than once.
Stellar Glow. Whenever you use a Rune, Class Ability, or Spell effect that heals a target other than yourself, you gain your Pulse die in temporary Hit Points lasting for a number of rounds equal to your Proficiency bonus or until consumed (whichever comes first).
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BlindPulse: Sapphire Synergy: Add the Proficiency bonus to damage and half the Proficiency to the Pulse Dice result Use: Half your Proficiency When making a ranged attack with a weapon or spell, you can use this rune to inflict Blindness on the enemy hit. Esse inimigo deve realizar uma saving throw de constituição, se falhar ele ficará Cego até o final de seu próximo turno e receberá seu dado de Pulse em dano psíquico.
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HealingPulse: Diamond Synergy: Surplus turns into temporary hit points until a long rest and half of the Proficiency is added to the Pulse Dice result. Use: Half your Proficiency The runes you possess emanate healing energy that can be directed to heal a target or intensify some other healing effect. You can touch a creature to heal it. When touching a creature or when using a healing spell, you can activate this rune to add your Pulse dice to the creature's recovered hit points.
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DehydrationPrerequisite: Level 8 Pulse: Sapphire Deeply weakening an enemy is easy for you. When making an attack, you can activate this rune to force the target to make a Constitution saving throw. On a failure, the creature gains 1d4 points of Exhaustion, on a success it takes no penalty. A creature that has already been affected by this Rune, when targeted again, only receives 1 point of exhaustion.
Body Control. When you finish a long rest and remove points of exhaustion, you remove an additional 1d4 points of exhaustion.
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Energized ShotPulse: Sapphire
Use: Half your Proficiency You learn to externalize the runic energy present in your body to empower your shots. Upon activating this rune, your next ranged attack deals your Pulse dice in additional damage.
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Voracious ShotsPrerequisite: Level 8 Pulse: Sapphire You know how to imbue your weapons with the elemental power granted by runes. When choosing this Rune, you must choose one of the elements you have access to from the Elements and Damage Types table in Chapter 10 (if you have the Rune: Elemental Attack, you can use the chosen elements in both runes when activating them, declaring the used element before doing so).
When activating this Rune, your ranged attacks are empowered by elemental energy for 2 rounds, your ranged weapon or spell attacks (against only one target) gain half your proficiency bonus as a bonus on hit rolls and your base Pulse dice as elemental damage of the chosen type.
Elemental Blast. When an empowered attack succeeds, creatures of your choice within 5 feet of the target must make a Dexterity saving throw, on a failed save they take half as much damage, on a successful one they take no damage.
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ElegyPrerequisite: Level 15 Pulse: Amethyst The silent symphony of death found in you an appreciator and propagator. Using your reaction when hitting a target with a ranged weapon attack or ranged spell attack, you can imbue the attack with immense necrotic energy. When you hit a creature with this attack, a 10-foot mist area centered on your target is created. Creatures that are within that area, or start their turns there, must make a Constitution saving throw, failing which they will take your Pulse dice as necrotic damage and 1 point of exhaustion. This mist lasts for 3 rounds and moves 10 feet in a direction of your choice at the start of each of your turns. A strong wind is capable of dissipating this area.
Necrotic Force. You can remove 1 hit point from your maximum hit points and 1 current hit point (cannot be mitigated) and add 1d4 necrotic damage to any ranged spell or ranged weapon attack. This effect can be declared after knowing the attack hit, but before rolling damage dealt. Hit points removed in this way can only be regained after a full rest or a greater restoration spell.
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Verdant LinkPrerequisite: Level 8 Pulse: Diamond Nature can be a great ally and you know how to take advantage of it. As a bonus action, you create vines growing out of the ground in a 30-foot-long, 10-foot-wide line that starts at you. Creatures in that line must make a Dexterity saving throw. On a failed save, a creature is Restrained for 3 rounds, and it can make a Strength saving throw at the end of each of its turns to end this effect on a success. Creatures caught in the binding make attacks against you at disadvantage for 3 rounds after they are released.
Plant Perception. You are able to tell what types of plants (but not creatures), trees, roots, fruits, etc., are within 600 feet of you. In case you are not familiar with these vegetables, you can get an idea if they are poisonous or if they can be used for nutrition.
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Energize AttackPulse: Ruby Synergy: Half proficiency in additional turns and Pulse Dice Use: Half your Proficiency You invoke the energy that flows through you to empower your attacks. When activating this rune, your melee attacks deal additional damage equal to your Pulse dice until the start of your next turn.
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ShieldPulse: Emerald or Diamond Synergy: Add half your Proficiency bonus to the duration and to the Pulse Dice result Use: Half your Proficiency You learn to call upon runic energy to act as a shield that protects your body and mind. When you are targeted by an attack or if you make a saving throw to avoid taking damage, you can use your reaction to gain a bonus equal to half your Proficiency bonus to your AC or saving throw to resist the damage, you also gain 10 feet speed and resistance to the damage type of the attack or effect taken (except true damage). These bonuses last for a number of rounds equal to your Proficiency bonus, if it is already active, the bonus to your AC or saving throw is not increased.
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Breath of WarPrerequisite: Level 15 Pulse: Emerald Your endurance surpasses the supernatural when you wield this runic power. With one use of this rule, for the next minute, you increase your maximum and current hit points by twice your Pulse die, provided you are not Incapacitated, you gain +4 to your AC and DR 5/true damage (this bonus is not cumulative) and can make an additional attack on your attack action. Additionally, you remove 1d4 points of Exhaustion you have. Additionally, if you have the Warden's Blessing Rune, you can grant these bonuses to an ally within range of your touch instead of yourself.
Unrivaled Stamina. You gain half your proficiency bonus as DR/true damage.
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Adamantine ForcePrerequisite: Level 15 Pulse: Diamond Using this runic power brings you closer to the structural base of magic, causing mana to flow in a powerful way. Consuming one use of this Rune, while not under any other rune power, you lose your full speed for 2 rounds. During that time, all spells you cast are cast one level higher without consuming additional mana points, your spell DC is increased by half your proficiency bonus, your spell damage or healing is increased by one category, and you gain your proficiency bonus as DR/true damage. At the end of the rune, you gain 2 exhaustion points.
Blessing of Mana. You add your character level to your maximum mana points.
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Luminary SpearPrerequisite: Level 15 Pulse: Ruby Light is capricious as an element, using this Rune has its price. With one use of this rune, you can use a ranged weapon attack to fire this rune. If the attack succeeds, the creature takes three times your Pulse die in radiant damage and must make a Constitution saving throw. On a failure, the creature becomes Blinded and you take 1d8 true damage. The Blindness lasts forever, and can be reversed using the regeneration spell.
Luminous Defense. You make rolls with advantage against effects that cause Blindness.
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Fear ParticlePulse: Amethyst Synergy: Add Proficiency bonus to damage and half to DC and Pulse Dice Use: Half your Proficiency You are able to use your runic energy to create fear in a target. Using a bonus action, you can direct this wave at one target that can see you and is within 5 times your Proficiency bonus feet of you. The target must make a Wisdom saving throw, if it fails, the target is Frightened by you for a number of rounds equal to your Proficiency bonus and takes your Pulse dice of psychic damage. An affected target can repeat the saving throw at the start of each of its turns.
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Venom of the EarthPrerequisite: Level 8 Pulse: Amethyst You invoke the poison present in the earth, corrupting creatures that pass through it. When making a ranged attack, you can activate this rune so that the attack creates an explosion generating a poisonous area in a 5-foot radius around the target hit by the attack. This area grows 5 feet in radius each round. The area lasts 2 rounds.
Creatures in that area that start their turns inside it or enter it for the first time on their turns must make a Constitution saving throw. On a failure, they take your Pulse die of Poison damage as Poison of Level equal to your Proficiency bonus and become Intoxicated, and may repeat the saving throw at the start of each of their turns to end this effect on a success.
Venom. Your attacks and spells that deal poison damage have their damage category increased by 1.
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Living NightmarePrerequisite: Level 15 Pulse: Amethyst You can disfigure your own face by mirroring your targets' nightmares. When using this rune, one creature of your choice within 40 feet that can see your face must succeed on a Wisdom saving throw or be affected by one of the effects of your choice below. Each turn for the duration of the effect, you can choose another creature, but not one that already made a successful save. This rune has a duration of 2 rounds.
Essence of Fear. You make rolls with advantage against effects that cause the Frightened condition.
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Piercing LightningPrerequisite: Level 8 Pulse: Amethyst Its attacks are piercing like lightning, cutting through the combat area in a powerful way. When you make a melee attack that deals piercing damage, you can activate this rune to project electrical energy in a 15 feet long by 1 foot wide line starting from you, if your weapon has the Extension property, the length becomes 25 feet. Enemies in that line must make a Dexterity saving throw. On a failure, an affected creature takes your Pulse die in lightning damage and is Incapacitated until the end of your next turn.
Longinus. Your successful polearm attacks can hit an additional target behind the original target if it is within the attack area, you use the same attack roll to define this hit.
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Stellar RestorationPrerequisite: Level 15 Pulse: Diamond You have a power lingering within you from the ancient goddess of healing. When you activate this rune, you invoke a surge of healing energy on a target you can see within 120 feet of you, that target recovers double your Pulse die in Hit Points, 1d4 points of Exhaustion, and can remove one debilitating condition. For a duration of 2 rounds, he can make one additional attack on his attack action and gains, at the start of each of his turns, half your proficiency bonus in base Pulse dice as temporary hit points.
Aura of Life. You emit an aura that protects you and your allies. Allies within 15 feet of you gain your Proficiency bonus as Necrotic Damage Reduction.
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Searing RumblePrerequisite: Level 8 Pulse: Emerald Your attacks have the force of thunder, destabilizing your enemies. When making a melee attack that deals bashing damage, you can activate this rune to project overwhelming force in a 10-foot cone initiated from you. Enemies in that line must make a Constitution saving throw. On a failure, an affected creature takes your Pulse die as thunder damage and is Stunned until the end of your next turn.
Smash. Your Simple and Martial Weapon attacks that deal bludgeoning damage (except gauntlets) can hit a target adjacent to the original target, you use the same attack roll to define that hit.
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Steal LifePulse: Amethyst Synergy: Add the Proficiency bonus to damage and half to healing and to the Pulse Dice result Use: Half your Proficiency You know how to steal a creature's life energy for yourself. When making a melee attack, you can activate this rune to deal your Pulse dice in additional necrotic damage. If it hits, you recover half of the damage done by Pulse Dice in hit points.
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Waning Moon SealPrerequisite: Level 15 Pulse: Sapphire The waning moon has the ability to seal a creature's power, this Rune is a manifestation of that power. As a bonus action, you can touch a creature within reach to seal away its power. The target must make a Constitution saving throw, on a failure, all damage dealt by that target is halved, you and your allies have advantage on attack rolls against it, and the target's speed is reduced by 20 feet. This effect lasts for 2 rounds or until a greater restoration spell is used to remove the Seal. The affected target can repeat the saving throw at the end of each of its turns to end this effect.
Lunar Secret. You gain half your proficiency bonus as use of other Runes except this one.
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DaredevilPrerequisite: Level 15 Pulse: Emerald Your confidence in your endurance is exceptional, bringing greater boldness in combat, this being reflected in your runic power. As a bonus action and use of this rune, your body begins to emit a faint golden glow, casting dim light for 5 feet. Until the start of your next turn, you gain 10 extra speed, have immunity to all damage (except true damage), and add half your proficiency bonus to the damage of your attacks. At the end of the duration, you gain 1 point of Exhaustion.
Free Essence. You make rolls with advantage against effects that affect your speed.
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Trump of TwilightPrerequisite: Level 15 Pulse: Sapphire A power that seems to emanate from the Aspect of Twilight itself. With one use of this rune and a bonus action, you can create an aura in a 15-foot radius around you that lasts for the next 3 rounds. Choose up to 3 allies within range. When standing within that area or starting your turn there, you and your chosen allies gain a bonus to your attacks and gain Invisibility until the start of your next turn. A creature affected by this aura can choose one of its attacks to deal your Pulse die as additional rune damage, it can do this before or after the attack roll, but before knowing whether it hit or not. If a creature makes an attack while Invisible, it loses that Condition until the start of your next turn. This aura moves with you.
See Invisible. You can see invisible creatures within 60 feet of you, but not creatures in the spirit world.
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