Rune-Warden
About this class
The rune warden wields incredible arcane power through runes, the language of the gods or of ancient peoples of far greater magical capability. These use powerful runes to empower themselves and their armor, and to protect their allies.
Domains
Valor
Arcana
Starting stats
Hope feature
Class features
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Runic Protection
You are enchanted with powerful runes, granting the following benefits:
- Your armor score is increased by 1.
- Once per rest, mark any number of Armor Slots and smite target of your choice within Close range with runic might. Roll a number of d10s equal to the Armor Slots marked and deal that much magic damage to the target.
Class items
- Your own beating heart, maintained in its state with powerful runes
- half of an ancient runic text
Character questions
Background prompts
- How did you first get into the study of runes?
- What have you lost in your studies?
- You have a theory about magic that could change the world, what is it, and what dangerous quest does proving it entail?
Connection prompts
- I saved you in a moment of need, what happened?
- I made a promise too you, what was it?
- You are frightened or terrified of my magic, why?
Subclass cards
Printable via header menu
Sigil of Truth
Foundation
SPELLCAST TRAIT: Knowledge
Arcane Warp: You may mark an Armor Slot to teleport up to Far range.
Knowledge is Power: When you make a Strength roll, you may choose to add your Knowledge to the result of the Fear die.
Sigil of Truth
Specialization
Pull Through The Weft: When you Arcane Warp, you may mark an additional Armor Slot to bring any number of targets within Close range with you. You must make a Spellcast roll to teleport unwilling targets.
Open The Mind: You may make a Knowledge roll (15). Once per rest, on a success, you may read the surface thoughts of creatures within Far range for the rest of the scene
Sigil of Truth
Mastery
Runic Remembrance: Once per session, you may mark an Armor slot after you or an ally within Far range fails a roll to have them reroll it.
Reveal Truth: Once per session, ask the GM a question, they must answer it, and must spend 2 Fear to answer anything but a clear and honest truth.
Sigil of Wrath
Foundation
SPELLCAST TRAIT: Strength
Runic Flare: When you make a damage roll, you may mark an Armor Slot to gain a +1 bonus to your proficiency.
Master of Shields: Whenever you mark an armor slot, roll a d6, on a 6, clear an armor slot.
Sigil of Wrath
Specialization
Kneel Before Me: When you use Runic Flare, you may mark an additional Armor Slot to have those damaged become temporarily Restrained.
Impenetrable Mind: Your thoughts cannot be read, and attempts to directly control your mind or alter memory automatically fail.
Sigil of Wrath
Mastery
The Name of Wrath: Once per session, you may mark an Armor slot to force any number of targets within Close range to make a reaction roll (15). On a failure, they take 1d20 + 10 Magic damage using your Proficiency and mark a Stress. On a success, they take half as much damage and do not mark a Stress.
Rune-Warden
The rune warden wields incredible arcane power through runes, the language of the gods or of ancient peoples of far greater magical capability. These use powerful runes to empower themselves and their armor, and to protect their allies.
Domains
Valor + Arcana
Starting Evasion
9
Starting Hit Points
7
Class Items
- • Your own beating heart, maintained in its state with powerful runes
- • half of an ancient runic text
Rune-Warden’s Hope Feature
Ward : Spend 3 Hope to choose a point within Far range and create a barrier there. Until the end of the scene, when you or an ally would take damage while within Melee range of the barrier, reduce it by your spellcasting trait. The same creature cannot benefit from more than one barrier this way,
Class Features
Runic Protection
You are enchanted with powerful runes, granting the following benefits: - Your armor score is increased by 1. - Once per rest, mark any number of Armor Slots and smite target of your choice within Close range with runic might. Roll a number of d10s equal to the Armor Slots marked and deal that much magic damage to the target.
Rune-Warden Subclasses
Choose either the Sigil of Truth or Sigil of Wrath subclass.
Sigil of Truth
Wield arcane knowledge and secrets to support your allies
Spellcast Trait
Knowledge
Foundation Features
Arcane Warp: You may mark an Armor Slot to teleport up to Far range.
Knowledge is Power: When you make a Strength roll, you may choose to add your Knowledge to the result of the Fear die.
Specialization Feature
Pull Through The Weft: When you Arcane Warp, you may mark an additional Armor Slot to bring any number of targets within Close range with you. You must make a Spellcast roll to teleport unwilling targets.
Open The Mind: You may make a Knowledge roll (15). Once per rest, on a success, you may read the surface thoughts of creatures within Far range for the rest of the scene
Mastery Feature
Runic Remembrance: Once per session, you may mark an Armor slot after you or an ally within Far range fails a roll to have them reroll it.
Reveal Truth: Once per session, ask the GM a question, they must answer it, and must spend 2 Fear to answer anything but a clear and honest truth.
Sigil of Wrath
Use runic power to annihilate your enemis
Spellcast Trait
Strength
Foundation Features
Runic Flare: When you make a damage roll, you may mark an Armor Slot to gain a +1 bonus to your proficiency.
Master of Shields: Whenever you mark an armor slot, roll a d6, on a 6, clear an armor slot.
Specialization Feature
Kneel Before Me: When you use Runic Flare, you may mark an additional Armor Slot to have those damaged become temporarily Restrained.
Impenetrable Mind: Your thoughts cannot be read, and attempts to directly control your mind or alter memory automatically fail.
Mastery Feature
The Name of Wrath: Once per session, you may mark an Armor slot to force any number of targets within Close range to make a reaction roll (15). On a failure, they take 1d20 + 10 Magic damage using your Proficiency and mark a Stress. On a success, they take half as much damage and do not mark a Stress.
Background Questions
Answer any of the following, or create your own.
- • How did you first get into the study of runes?
- • What have you lost in your studies?
- • You have a theory about magic that could change the world, what is it, and what dangerous quest does proving it entail?
Connections
Ask one of the following, or improvise.
- • I saved you in a moment of need, what happened?
- • I made a promise too you, what was it?
- • You are frightened or terrified of my magic, why?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.