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Runeborn

From Runarcana Wiki
This page is a translated version of the page Runinata and the translation is 100% complete.

This article complies with version 0.95 of Runarcana RPG

To say that Runeterra is a world shaped by magic is an understatement. In addition to shaping the world, magic also permeates all existences in Runeterra, from those that move and breathe to those that seemingly have no trace of consciousness or life. The tools to make this happen, although manipulated by unknown hands, were the World Runes, however, while it is certain that the World Runes are related to magic, it is not known exactly whether they originated the magic or if it was the other way around.

Either way, thanks to Magic or the World Runes, unexpected things happen, perhaps as if nature itself were trying to say something by creating new life forms. Among all the Origins of Runeterra, the Runrborn are life forms that arise in a variety of ways, sometimes as a result of a great reverberation of the energy of the World Runes, sometimes by a conjurer powerful enough to create life, or even through experiments with the various magical sources of Runeterra. It would even be possible to say that Runeborn are creatures created by the whims of the Runes, however the reality is somewhat different.

What makes a Runeborn so unique is precisely the fact that the process that made it exist is not something traditional, whether purely through its creation or even through the total transformation of some other being, from a rock resting in a lake, to even a spirit that finds a shortcut to the physical world, taking a physical form completely different from any other ever seen.

Unique Story

Each Runeborn creature can have a totally unique history, not limited to its creation, but also undergoing unknown mutation processes, celestial interference or even as a consequence of some great magical act. In this way, the Runeborn are unique not only in their history, but also as the only members of their species, usually without a culture and customs of their own and coming to develop this through complete interaction with the world around them.

Upon becoming conscious, a Runeborn who has been created perceives the world around him, but may not even know how to communicate, if he has the means to do so, such as a vocal apparatus; after all, not all Runeborn are created equal. Typically, the mind of a Runeborn who has been created is a blank slate, a blank slate, learning everything through his first experiences. It is no wonder that many Runeborn creatures end up becoming monsters or reclusive creatures because they are unable to become part of society.

Essence

Although it is more common for the Runeborn to be completely new creatures, this is not exclusive; it can often happen that a creature belonging to a regular species undergoes a great change, something that even modifies its essence, making it something apart from its previous species.

When this happens, it is usually a traumatic enough process that the creature has all of its memories removed. The possibility of rescuing them may exist and should be decided in the story together with the GM of the table.

Reproduction

The vast majority of Runinata are sterile, and cannot pass their characteristics on to other descendants. This may happen due to the absence of mechanisms for this, or due to the presence of mechanisms but the lack of a compatible one. As with the other details, this must also be decided together with the Master.

Runeborn Origin Traits

Attributes: You can add 2 points to an attribute and 1 to a second attribute.

Heritage. You have 0 Origin Heritage points

Age. The default age of Runeborns is based on the age of Humans, however this expectation can change noticeably based on the traits chosen.

Languages. Runeborns lack any form of communication and cannot speak, read, or write any language. You can choose the Communication, Ancestral Communication, or Telepathic Communication traits to have this changed.

Size. Your base size is Small or Medium. Your height should match this.

Speed. Your base walking speed is 30 feet, which can increase or decrease depending on the traits chosen.

Region. Each region of Runeterra has a different culture. You can choose any region as your home region, though you don't gain proficiencies accordingly unless you choose the Native minor trait. You can see more about this in Chapter 11: Runeterra.

Past. Normally, Runeborns do not have a definite Past unless the Antecedent minor trait is chosen.

Major Traits. Each trait can only be taken once, unless the trait states otherwise, or has a numeric marker specifying a value for each time the trait is taken.

Origin Points

All origins have several characteristics that grant benefits such as Crafts, Skills, a Region and even a Past which, in turn, also grant characteristics.

A Runinata character does not have these characteristics, instead he has a number of Minor Traits and Major Traits that allow these characteristics attributed to the origins to be purchased in a fully customized way.

The number of Major and Minor Traits should be discussed and defined by the Master, who will make a choice carefully considering the impact that this level of customization can bring, with some extremely focused combinations that can produce complicated results to deal with.

Comparatively, Origins has the equivalent of 6 Minor Traits and 4 Major Traits, but its distribution is balanced by not having an excessive focus on characteristics from any of the three axes, maintaining a balance between exploration, roleplay and combat.

Number of initial Traits

Below are some punctuation options, with some information about them.

Controlled

  • Minor Traits: 3
  • Larger Traits: 2

This option is considered the most restrictive, placing any origin below the official origins. It is recommended for masters who want to allow this customization, but are afraid of what a larger number of points may entail.

Moderate

  • Minor Traits: 4
  • Larger Traits: 3

The moderate option allows for more flexibility, and while it may seem like a step down from the other origins, optimizing and focusing too much on a set of traits with great synergy can create strong combinations. It is recommended for GMs who have a deep understanding of the system but do not yet have a full understanding of the players.

Strong

  • Minor Traits: 6
  • Larger Traits: 4

The Strong Option makes a Runeborn have the same amount of characteristics as the other origins, giving it a similar function to the other official origins in theory, but with great combo potential. It is only recommended for GMs who have a deep knowledge of the system and are prepared to deal with combo-loving players, or who are already familiar with the players.

Conversion

It is possible to convert some traits into Origin points to allocate them to other types of Traits that you are interested in. For example, exchanging 1 Major Trait for 2 Minor Traits in search of more skills or crafts, for example. Another more common reason to use this conversion is to access the Superior Traits that, by default, can only be accessed this way, since only 1 Trait of each type (Major and Minor) can be converted into Origin Points receiving the following score:

  • Minor Trait. 1 Origin Point
  • Major Trait. 2 Origin Points

Disadvantages

Also, during the creation of a Runeborn, you can opt to choose some disadvantages, each disadvantage grants an amount of Origin Points that can be exchanged to choose more major or minor traits. You can choose the same Disadvantage more than once, except for Magic Disadvantages.

Some disadvantages cannot be chosen when some Traits are chosen, so it is important to use common sense and remember that the final word is the DM's.

You can spend Origin points to gain other Traits, at the following cost:

  • Minor Trait. 1 Origin Point
  • Major Trait. 3 Origin Points
  • Superior Trait. 6 Origin Points

Trait Gallery

Below are the traits divided into their three categories as well as possible disadvantages:

Disadvantages
Points Description
Form
1 Non-humanoid anatomy
1 Absence of 1 upper limb
1 Only 1 eye. Disadvantages on rolls against Blindness
Speed
0,5 Reduces 5 feet from all base speeds
Attribute Reduction
0,5 Decreases 1 Attribute point (out of the initial 3 points)
Weakness
1 Weakness to a spiritual damage
1 Weakness to a simple elemental damage or mundane material (wood, stone, metal, etc.)
0,5 Weakness only to a magical variation of elemental damage or to a rare material
2 Weakness to a simple physical damage
3 Weakness to a magical physical damage
Vulnerability
1 Vulnerability to a spiritual damage
1 Vulnerability to a magical elemental damage
2 Vulnerability to a simple elemental damage
2 Vulnerability to a magical physical damage
3 Vulnerability to a simple physical damage
Magic
1 You become unable to cast any spells, can attune to no more than half the number of magic items you normally could, and are unable to use active effects from those items.
1 If you're a spellcaster, whenever you spend mana points, you take damage equal to the spell's level.
2 If you are a spellcaster, your mana points are halved
2 You become unable to attune to magic items


Minor Traits
Trait Benefit
Alternative Food You don't need to feed yourself with food and water, but you do need to feed yourself in other ways.
Aquatic You gain 15 feet of swimming speed. (15, 15, 10…)
Antecedent You can choose a Past of your choice.
Improved Weapon Your natural weapon (or breath weapon) has its damage increased by 1 category. Each time you choose this trait, it applies to only one weapon.
Magic Weapon Your natural Weapon (or breath weapon) deals half your Proficiency bonus as additional damage, and upon reaching 12th level the damage dealt by them becomes magical. Each time you choose this trait, it applies to only one weapon.
Artisan You gain proficiency with a Craft of your choice. You gain proficiency with an additional Craft each time you choose this trait.
Military You gain proficiency with one weapon of your choice. You gain proficiency with an additional weapon each time you choose this trait.
Fast Walker You gain an additional 10 feet of walking speed, and your height increases by 1 foot for each time you choose this trait.
Little Keychain You become a Tiny creature, your speed is reduced by 5 feet.
Communication You learn to speak, read and write a common language of your choice. You can speak, read, and write one additional common language each time you choose this trait.
Telepathic Communication You gain 60 feet of Telepathy. If you choose this trait more than once, the range increases by 10 feet. See the rules for this at the end of this Origin's description.
Dash When you take the Dash action, you can make an additional melee attack.
Spider Climbing If you have the Climber minor trait,you can climb difficult surfaces, including upside down onto ceilings, without needing to make an ability check.
Climber You gain 15 feet of climbing speed. 15, 15 10…
Specialist You gain expertise with a skill you are proficient with.
Float If you have the Winged major trait, as long as your speed is not 0, you are always floating within 5 feet of the ground.
Skillfull Choose a Skill or Craft you are proficient with, in doing so you have advantage on rolls made with that Skill or Craft. You can only choose this trait 2 times.
Long Limbs You have upper limbs longer than normal. Your melee attacks have an additional 5 feet of range.
Native You gain the proficiencies according to your chosen Region.
Skill You gain proficiency with one skill of your choice. You gain proficiency with one additional skill each time you choose this trait.
Telepathic Reunion If you have the Telepathic Communication minor trait, you can communicate with a number of creatures equal to your Intelligence modifier (minimum of 1).
Jump The distance you cover in your high jump and long jump is doubled.
Sharp Senses You must choose between hearing, smell or sight. Doing so gives you advantage on Perception checks related to that sense, once a sense is chosen, it cannot be changed. You can choose an additional Sense each time you choose this trait.
Sneaky You can try to hide even when you are only slightly obscured by foliage, heavy rain, falling snow, or other natural phenomena. In addition, you can try to hide even behind a creature, as long as it is at least one size category larger than you.
Night Vision You gain 30 feet of darkvision each time you choose this trait, up to a maximum of 120 feet.


Major Traits
Trait Benefit
Winged You gain 15 feet of flying speed. 15, 15, 10…
Amphibian You are able to breathe both in and out of water.
Breath Weapon You are able to use a breath weapon of an element. See Breath Weapon below.
Tail You have a long tail as a natural weapon. You are proficient with this weapon, it has a reach of 10 feet, and it deals 1d4 + your Strength modifier bludgeoning or piercing damage. You can use this weapon to make one attack on your bonus action.
Horns You have horns as a natural weapon. You are proficient with this weapon, and it deals 1d6 + your Strength modifier bludgeoning or piercing damage (your choice, once chosen it cannot be changed). You can use this weapon to make one attack on your bonus action.
Tauric Composition The lower part of your torso is that of a quadrupedal creature, having hooves or paws instead of feet. See the rules for this at the end of this Origin's description.
Ancestral Communication You learn to speak, read, and write an exotic or dead language of your choice. You can speak, read, and write one additional exotic or dead language each time you choose this trait.
Innate Spellcasting You are able to cast spells following the Runeborn Spell table. See the rules for this at the end of this Origin's description.
Constructed You become a living construct. See the rules for this at the end of this Origin's description.
Burrowing You have limbs adapted for digging, gaining 15 feet of digging speed. You cannot dig solid rock. 15, 15, 10…
Poisonous Stinger You have a stinger as a natural weapon. You are proficient with this weapon and it deals 1d4 piercing damage, additionally, creatures hit by this stinger must make a DC 8 + your proficiency bonus + your Constitution modifier Constitution saving throw. On a failure, it gains the Intoxicated condition until the end of its next turn.
Claws You have claws as a natural weapon. You are proficient with this weapon, and it deals 1d4 + your Strength or Dexterity modifier slashing or piercing damage (your choice, once chosen it cannot be changed). You can use this weapon to make one attack on your bonus action.
Heritage You have 2 Origin Heritage points and gain 1 additional point at level 5, 9, 13 and 17.
Additional Limbs You have 2 additional upper limbs. You can choose this trait more than once. See Chapter 9 for rules on combat with additional limbs.
Protective Plates You have extremely resistant plates in your body. As a bonus action, you can cower (or go back to normal), getting cloaked in your plates, when doing so you can take no actions and your speed is halved, but you gain resistance to all simple physical damage.
Fangs You have fangs as a natural weapon. You are proficient with this weapon, and it deals 1d4 + your Strength modifier piercing damage. You can use this weapon to make one attack on your bonus action.
Legendary Resistance Upon reaching level 16, your Magic Resistance becomes immunity.
Magic Resistance Upon reaching level 12, your Natural Resistance now affects the magic type of the damage.
Natural Resistance Your body is naturally resistant to one type of damage. Choose a simple physical, simple elemental, or spiritual damage type.
Special Senses You have 10 feet of one special sense of your choice between Blindsight and Seismic Sense.


Superior Traits
Trait Benefit
Absorption If you have the higher Legendary Resistance trait, upon reaching level 18, your immunity becomes absorption.
Natural Armor Choose one of your six attributes, with the exception of Dexterity. As long as you're not wearing armor, you calculate your AC as follows: 10 + your Dexterity modifier + your chosen ability modifier. Once chosen, the attribute cannot be changed.
Improved Innate Spellcasting You have a natural reserve of mana and the innate spellcasting ability, see below for details.
Gelatinous Consistency You have a body more liquid than solid. See the rules for this at the end of this Origin's description.
Remnant You choose a trait from another source. Your subtype is the same as the source.

Traits

Below are descriptions of some of the traits in Alphabetical Order:

Breath Weapon

Your breath weapon must be chosen from among the acid, lightning, cold, fire, thunder and poison elements. This weapon deals your proficiency bonus as d6 in a 15-foot cone (cold, fire or thunder) or 30-foot line (acid, lightning or poison); creatures in that area must make a Constitution (cold, fire, or thunder) or Dexterity (acid, lightning, poison) saving throw with DC 8 + your proficiency bonus + your Constitution modifier. You can use this breath weapon a number of times equal to your proficiency bonus per full rest.

Tauric Composition

When choosing the Tauric Composition greater trait, you count as a creature of a larger size category than you are for determining the weight you can carry, push, or pull. Additionally, any climb that requires hands and feet is especially difficult for you because of your body. When performing that type of climb, each 1 foot costs you 4 more instead of 1 as it normally would. Additionally, a Medium or smaller creature can ride you if you allow it. In this situation, you maintain your turn order and act independently, and the creature on top of you loses movement speed until it dismounts from you.

Telepathic Communication

By choosing the Telepathic Communication minor trait, you become able to use this magical ability that allows a creature to mentally communicate with another creature within the specified range. The creature contacted doesn't need to share a language with the creature to communicate with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages, but it cannot start or end a telepathic conversation. A telepath creature does not need to see a contacted creature and can end telepathic contact at any time. Contact breaks as soon as the two creatures are no longer in range of each other, or if the telepathic creature contacts another creature in range. A telepathic creature can start or end a telepathic conversation without using an action, but while the creature is Incapacitated, it cannot initiate telepathic contact, and any contact currently maintained is ended. A creature within the area of an antimagic field or in any other location where magic doesn't work can't send or receive telepathic messages.

Innate Spellcasting

By choosing the Innate Spellcasting major trait, you gain access to spells as your character evolves. You must speak with your GM to define the spells you can choose from among the spells found in Chapter 10. No material components are required for these cantrips or spells. These uses can only be used to cast Runeborn spells, and you regain their uses at the end of a full rest. Your ability to cast these spells should also be discussed with your GM.

DC for your Runeborn Spells = 8 + your proficiency bonus + the Attribute modifier set with your GM
Runeborn Spell Attack Modifier = your proficiency bonus + the Attribute modifier set with your GM
Known Spells and Uses
Level Cantrips 1 2 3
1st 1 - - -
5th 1 1 - -
11th 1 1 1 -
17th 1 1 1 1

Improved Innate Spellcasting

You are a natural spellcaster. Your innate spells require no material components and the spell list must be made with the Master with a maximum of 3 spells per casting level that must have thematic cohesion with your origin. The Spells Known column on the Innate Magic table shows when you learn more spells of your choice from the Spell list. Each of these spells must be of a level equal to or lower than your Maximum Spell Level, as shown on the table. When you receive a new Origin spell, you can choose to replace one you already have. You regain all spent Mana when you finish a full rest. Choose from Intelligence, Wisdom, or Charisma for your Origin spellcasting attribute. You use this attribute whenever a spell refers to your spellcasting attribute.

DC for your Runeborn Spells = 8 + your proficiency bonus + your chosen Attribute modifier
Runeborn Spell Attack Modifier = your proficiency bonus + your chosen Attribute modifier
Improved Innate Spellcasting
Level Cantrips Known Spells Known Mana Points Maximum Spell Level
1st 1 - - -
5th 1 2 2 1st
11th 2 3 5 2nd
17th 2 4 7 3rd

Gelatinous Consistency

By choosing the Gelatinous Consistency greater trait, you become a creature capable of slipping through the smallest of cracks, allowing you to slip in and occupy another creature's space. You have resistance to simple physical damage, and you can pass through small holes, narrow openings, and even the merest cracks, though you treat liquids as if they were solid surfaces to accomplish this. By doing this, for every 1 foot covered by the gap, it costs an additional 4 feet. When you enter the space of a creature that is at least one size category smaller than you, the creature must make a Dexterity saving throw with DC 8 + your Constitution modifier. On a success, the creature can choose to be pushed 5 feet behind or to the side of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failure, you enter the creature's space, and the creature takes 1d6 acid damage and is engulfed. The engulfed creature can't breathe, is Restrained, and takes 1d6 acid damage at the start of each of its turns inside you. When you move, the engulfed creature moves with you. An engulfed creature can try to escape by using an action to make a Strength saving throw using the same DC. On a success, the creature escapes and enters a space of its choice, within 5 feet of you. You can only contain up to two creatures smaller than you at a time. While they have disadvantage to attack you, your Armor Class becomes 10 + your Constitution modifier for engulfed creatures.

Constructed

You might have been built intentionally, but you could also have been animated through some object. You become a living construct and gain the following traits:

  • Resistance to poison and poison damage.
  • Immunity to non-magical diseases.
  • Does not need to eat, drink or breathe.
  • Does not need sleep, does not suffer from Exhaustion from lack of rest and does not suffer effects from sleep magic.
  • Heals only half the hit point with healing spells and effects. The repair damage spell heals normally.
  • Disadvantage on saving throws from hostile climates, such as cold or desert, if you don't have proper equipment.