Rune Master

Hit Points

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


Armor: Light armor
Weapons: Simple weapons
Tools: Rune crafting set
Saving Throws: Strength, Wisdom
Skills: Choose two skills from Arcana, History, Insight, Nature, Perception, Religion, Survival
Languages: One of your choice


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a sling
  • a rune set
  • (a) a priest’s pack or (b) a dungeoneer’s pack
  • Leather armor, and two daggers
Level Proficiency Bonus Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 SpellCasting, Ritual Casting, Futhark Circle, Runic Cantrip 1 4 2
2 +2 Ætt, Ætt spells, Circle Rune 1 5 3
3 +2 Protect the Inscribed, Expertise 1 6 4 2
4 +2 Ability Score Improvement 2 7 4 3
5 +3 Futhark Circle (d8) 2 8 4 3 2
6 +3 Rune Restoration 2 9 4 3 3
7 +3 Ætt Circle 2 10 4 3 3 1
8 +3 Ability Score Improvement 2 11 4 3 3 2
9 +4 Cantrips of the Ætt 2 12 4 3 3 3 1
10 +4 Futhark Circle (d10) 3 13 4 3 3 3 2
11 +4 Ætt Improvement 3 14 4 3 3 3 2 1
12 +4 Ability Score Improvement 3 15 4 3 3 3 2 1
13 +5 3 16 4 3 3 3 2 1 1
14 +5 Weaver of Fates 3 17 4 3 3 3 2 1 1
15 +5 Futhark Circle (d12) 3 18 4 3 3 3 2 1 1 1
16 +5 Ability Score Improvement 3 19 4 3 3 3 2 1 1 1
17 +6 3 20 4 3 3 3 2 1 1 1 1
18 +6 Improved Weaver of Fates 3 22 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement 3 22 4 3 3 3 3 2 1 1 1
20 +6 Enduring Prophecy 3 22 4 3 3 3 3 2 2 1 1


Runes are more than mere symbols. They are icons of power, a fundamental principle of the universe, such than even gods study and learn them. They can predict and alter the fate of all beings, living and unliving. As you attune to particular set of runes, you gain the ability to bring miraculous effects upon friends and foes.


You know one cantrip of your choice from the Rune Master spell list. You learn additional Rune Master cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Rune Master table.

You also have access to a special pool of cantrips; see the Runic Cantrip ability.

From 10th level, when you gain a new cantrip, you can choose it from the Rune Master Cantrip list, or from the Runic Casting Cantrip list. If you choose one from the latter option, it is removed from the Runic Casting Cantrip list and it is added to your Rune Master Cantrip list.

Spell Slots

The Rune Master table shows how many spell slots you have to cast your spells of 1st level and higher.

To cast one of these 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.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the Rune Master spell list.

The Spells Known column of the Rune Master table shows when you learn more Rune Master spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table.

For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Rune Master spells you know and replace it with another spell from the Rune Master spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Rune Master spells. Your magic comes from the intrinsic essence that resides in the Runes, the symbols of power. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Rune Master spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast any Rune Master spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use the runes carved on your equipment or your tattooed runes as a spellcasting focus for your Rune Master spells.

Runic Casting

Your training with the Runes lets you focus on some particular aspects of the magic. By painting yourself on the forehead or on your left hand palm a particular rune, you absorb its power and its knowledge.

At the end of a long rest, you can choose one of these cantrips, until the end of your next long rest, you know it and can use it.

Every time you take a long rest, you may choose a different Runic Casting cantrip.

Runic cantrips

Poison Spray
Share blood
Produce flame

Futhark Circle

You can cast a rune circle, carving the Futhark alphabet on the ground with your magic.

You use an action on your turn to choose a point on the ground within 60 ft., creating a 10 ft. radius Futhark Circle.

To maintain the circle active, you must use a bonus action each turn and you must be able to see it.

When a creature you can see attacks a target other than you that is inside the circle, you can expend on of your Futhark Circle Dice as a reaction and subtract its result from the enemy’s attack roll.

You have a number of Futhark Circle Dice equal to your Wisdom modifier (a minimum of one). You regain any expended Futhark Circle Dice when you finish a long rest.

Your Futhark Circle Die is a d6, and changes when you reach certain levels in this class. It becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.


At 2nd level, you begin to develop a particular affinity with one of the main groups of runes. The Runes of Freyja, of Tyr and of Heimdallr grants you a vocation for a particular magic. Your choice grants you additional features at 7th level and again at 9th and 11th level.

Ætt Spells

Each Ætt has a list of associated spells. You gain access to these spells at the levels specified in the Ætt description.

Those spells are added to the Rune Master spell list for you.

Protect the Inscribed

Starting at 3rd level, as part of a long rest you can paint a special rune combination on the skin of one your allies. This ally is now your Inscribed, and has the following advantages:

  • It is always considered as being inside your Futhark Circle.
  • You can target the Inscribed with one of your spell even if you can’t see him, and the effective range of any spell is considered doubled to determine if the Inscribed is an eligible as a target.
  • You can only have one Inscribed at any time. Should you decide to Inscribe another ally, the former one will lose any benefit.


At 3rd level you choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Rune Crafting Set. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Rune Restoration Beginning when you reach 6th level, you regain all of your expended Futhark Circle Dice when you finish a short or long rest.

Weaver of the Fates

The Runes not only talk about the future, they can control it. You learn to chain the outcome of an action to another creature’s fate.

Starting at 14th level, every time someone hits with an attack or successfully cast a spell against a single target that you can see inside your Futhark Circle, as a reaction you can spend one of your Futhark Circle Dice. If you do, you can target one creature inside your Futhark Circle and duplicate the attack or spell against him. The original attack roll must still equal or exceed the Armor Class of the new target; and the target of the copied spell can still make the same saving throws as the original.

Once you use this ability, you can’t use it until you complete a long rest.

Improved Weaver of the Fates

Starting at 18th level, you can use your Weaver of Fates one more time between each long rest.

Enduring Prophecy

Starting 20th level, when you roll for initiative and have no Futhark Circle Dice left, you regain one die.

Heimdallr’s Ætt

The affinity with the runes of Heimdall express the desire to face adversity. The runes protect the invoker, negating harm and hindrances. Rune Masters of Heimdall often becomes wardens of a community or answer the call for help of the oppressed.

Heimdallr’s Ætt Spells

You add the following spells to your Rune Master spell list at the appropriate level.

Level Spells
1st Heroism, shield of faith
2nd Barkskin, protection from poison
3rd Glyph of warding, spirit guardians
4th Private sanctum, stoneskin
5th Wall of force, antilife shell
6th Guards and wards
7th Magnificent mansion
8th Power word: stun
9th Imprisonment

Algiz Seal

At 2nd level, you gain the ability to expend one of your Futhark Circle Dice as a reaction to force rerolling an opportunity attack made against a target inside the circle.

Circle of Heimdallr

Starting at 7th level, allies inside your Futhark Circle reduce any damage by an amount equal to half your Wisdom Modifier. This reduction is applied before resistances and vulnerabilities Every time you use your bonus action to maintain your Futhark Circle, you can move it up to 5 ft.

Cantrips of Heimdallr

At 9th level you add the ray of frost and resistance cantrips to your Runic Cantrip list.

Vigilance of Eihwaz

Starting 11th level, you and your Inscribed require only 1 hour of sleep during a long rest to gain its full benefits, you can do other light activities for the remaining time. Also, both of you gain advantage on Wisdom (Perception) checks.

Freyja’s Ætt

The Rune Masters who choose to dedicate themselves to the Freyja’s Ætt become beacons of hope, abundance, and prosperity.

Like the Vanir Goddess, these Rune Masters fill empty barns, mend broken bones and stand tall where hope is lost.

They tend to become doctors, midwives and keepers of the land, draping the world with blessings and health.

Freyja’s Ætt Spells

You add the following spells to your Rune Master spell list at the appropriate level.

Level Spells
1st Create or destroy water, goodberry
2nd Aid, lesser restoration
3rd Revivify, water breathing
4th Death ward, fabricate
5th Creation, raise dead
6th Heroes’ feast
7th Regenerate
8th Antipathy/sympathy
9th True resurrection

Blessing of Ansuz

At 2nd level, you gain the ability to expend one of your Futhark Circles Dice as an action to heal a target inside the circle by a number of hit points equal to your Futhark Circle Die + your Wisdom modifier.

Circle of Freyja

Starting 7th level, allies inside your Futhark Circle gains advantage on death saving throws. Additionally, an ally regains 1 hit point if he rolls a 19 or a 20 on a death saving throw.

Every time you use your bonus action to maintain your Futhark Circle, you can expand its radius by 5 ft., up to a maximum of 30 ft.

Cantrips of Freyja

At 9th level you add the dancing lights and mending cantrips to your Runic Cantrip list.

Ætt Improvement: Trust of Wunjo

Starting at 11th level. you and your Inscribed can take the Help action as a bonus action.

Tyr’s Ætt

The Ætt of the God of Justice is a straightforward but hard calling: payback for every wrongdoing seen or heard.

Judging and declaring for entire clans and villages, Rune Masters who tend toward this Ætt have the unbridled power of destruction at their disposal to ensure that no menace stands before them.

Tyr’s Ætt Spells

You add the following spells to your Rune Master spell list at the appropriate level.

Level Spells
1st Guiding bolt, shield
2nd Magic weapon, spiritual weapon
3rd Lightning bolt, sleet storm
4th Banishment, ice storm
5th Flame strike, hold monster
6th Chain lightning
7th Arcane sword
8th Incendiary cloud
9th Storm of vengeance

Retribution of Tìwaz

At 2nd level, you gain the ability to expend one of your Futhark Circle Dice as a reaction when you or a friendly creature inside the circle is hit. Every enemy inside the circle takes radiant damage equal to the result of your Futhark Circle Die roll.

Circle of Tyr

Starting at 7th level, enemies inside your Futhark Circle lose any resistance to bludgeoning, piercing and slashing damage from nonmagical weapons.

Every time you use your bonus action to maintain your Futhark Circle, you create a secondary Circle around yourself. This new Circle has a 5 foot radius, it’s centered on you and follows you if you move. It lasts until the start of your next round.

Cantrips of Tyr

At 9th level you add the sacred flame and true strike cantrips to your Runic Cantrip list.

Ætt Improvement: Duty of Justice

Starting at 11th level, you and your Inscribed have advantage on Intelligence (Insight) and Intelligence (Investigation) checks.

Rune Master Spell List


Chill Touch


Comprehend languages
Cure wounds
Detect evil and good
Detect magic
Detect poison and diseases
Expeditious retreat
Faerie fire
Purify food and drink
Speak with animals


Enhance ability
Gentle repose
Hold person
Locate animals or plants
Locate object
Pass without trace
Prayer of healing
See invisibility
Warding bond
Zone of truth


Beacon of hope
Bestow curse
Dispel magic
Magic circle
Phantom steed
Plant growth
Remove curse
Speak with dead


Arcane eye
Control water
Hallucinatory terrain
Locate creature


Contact other plane
Dispel evil and good
Dominate person
Insect plague
Planar binding
Telepathic bond
Teleportation circle
Wall of stone


Circle of death
Create undead
Find the path


Conjure celestial
Fire storm


Antimagic field
Control weather
Dominate monster


Astral projection
Time stop

Section 15: Copyright Notice

Journey To Ragnarok © Michele Paroli 2018

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