Rune Scribe (Arcane)

Prerequisite: Spellcasting Feature or Rune Carver Background

You have studied the magic of arcane runes, granting you the following benefits:

Tool Proficiency.   You gain proficiency with calligrapher' tools.

Rune Magic
You are wise in the lore of magic runes.  You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table.. You always have access to their rune bonuses. In addition, every day you can invoke one rune power for each rune you’ve learned, provided you meet any other requirements such as a minimum level. The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your  proficiency bonus + your Constitution or Wisdom modifier (chosen upon acquiring this feat).

Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table.

You may take this feat a second time, which raises your runes known to equal your proficiency bonus.

Accuracy: An accuracy rune can be placed on a creature or an object that makes its own attacks roll (such as some traps). When the creature makes an attack roll and fails, the accuracy rune can immediately grant the creature an additional attack roll. The rune ends after it is used for a reroll. 

Air: An air rune can be placed on any creature, which gains the benefit of a feather fall whenever it wills it (as a swift or immediate action), or falls uncontrollably further than 30 feet. If your runecaster level is 5th or more the creature can instead choose to levitate, as the spell. If your runecaster level is 10th or more, the creature can instead fly, as the spell.  Once the rune is active, it ends if the creature touches the ground, or 1 minute passes.

Bear: This rune is placed upon a creature, giving it claws that do 1d6 damage. At 6th level the claws become magical, gaining a +1 bonus to attack and damage rolls. This bonus increases to +2 at 12th level, and +3 at 18th level. This rune ends if the claws makes an attack that fails to hit the target’s armor class by 10 or more, or make an attack that results in a natural 1 on the attack roll. An attack that misses for some other reason (such as a miss chance due to concealment or attacking an ethereal target) does not end the rune. Additionally a creature with this rune has a constant speak with animals that only works with bears 

Blast: The runecaster can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage, plus one per class levels of the runecaster creating it. The rune lasts until discharged or until you create another blast rune, and cannot be created in a square occupied by a creature or another rune. This rune deals either acid, cold, electricity, or fire damage, decided when created. This rune counts as a 1st-level spell for the purposes of dispelling. If the rune is placed in a hard-to-see spot (such as on the back of a door or under a rug), it can be discovered with a successful Wisdom (Perception) skill check and disarmed with a successful Dexterity skill check.

Bleed: A bleed rune can be placed on any creature not immune to critical hits. If the creature has some chance to negate critical hits, it has the same chance to negate the bleed rune when it is first created. The creature takes 1d4 additional damage from any piercing or slashing damage it takes while the bleed rune is in effect, and takes 1 bleed damage at the end of each round if it has any damage at all on it. If the runecaster is 7th level the extra damage increases to 1d6, and at 14th level it increases to 1d8. The rune ends if the creature receives any magic healing, or if a successful Wisdom (Medicine) check is used on it, or if the extra damage rolled is ever only 1 point of damage.

Blocked Trails: A rune of blocked trails can be placed on any piece of terrain, Huge or larger structure (such as a ship), or in an immobile point in the air. It causes the area around it to be difficult terrain. The area is a radius determined by the runecaster when the rune is created, with a maximum radius of 5 feet per runecaster level. The rune ends when any creature makes a melee attack against it, or 10 minutes pass. If the rune is placed upon a mobile structure, it does not affect that structure’s  movement.

Cougar: This rune is placed upon a creature, giving it evasion. If it already has evasion, it instead gains advantage on Dexterity saving throws. The rune ends when the target succeeds at a Dexterity save. Additionally a creature with this rune has a constant speak with animals that only works with felines. 

Earth: An earth rune can be placed on any creature, which gains Damage Resistance to bludgeoning damage. This lasts until the creature spends a full round not in contact with the ground, or is hit by a critical hit.

Eldritch: An eldritch rune allows you to chose and inscribe an arcane spell as a rune.  You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have. The maximum level of spell you can know is no greater than 1/3 your runecaster level. At each runecaster level, you may change what spells you know through the eldritch rune. 

Fire: A fire rune can be placed on any creature or object. It gains Damage Resistance to fire. It can also make a ranged attack using its Wisdom bonus with a range of 30 feet, that does 1d6 damage, plus 1 per runecaster level. The rune ends if the target takes a critical hit that deals fire damage or fails a saving throw against an effect that deals fire damage, or it uses the rune to make a ranged attack.

Fog: A rune of fog can be placed on any piece of terrain, Huge or larger structure (such as a ship), or in an immobile point in the air. It causes an area around it to be filled with fog, granting half cover to all creatures within it, against any creature that is not adjacent to them. The area is a radius determined  by the runecaster when the rune is created, with a maximum radius of 5 feet per runecaster level. The rune ends when any creature makes a melee attack against it, or 10 minutes pass.

Hardness: A rune of hardness makes creatures or objects significantly more resilient. It grants the creature +2 bonus to Armor Class that lasts until the target takes damage. 

Healing: A rune of healing can be placed on a creature or object. When a foe makes an attack that damages the target, the rune heals the target (after the damage is done) for 1d4 points of damage plus the runecaster’s level. This also ends the rune. 

Incompetence: A rune of incompetence can be placed on a creature, or an object that makes Ability checks (such as some traps). When the rune is placed, the runecaster attunes it to one specific Ability score. The target has disadvantage on checks with that ability score. The rune ends when the target fails at a check with the attuned ability score, or 10 minutes pass.

InspirationAn inspiration rune allows you to chose and inscribe a divine spell as a rune.  You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have. The maximum level of spell you can know is no greater than 1/3 your runecaster level. At each runecaster level, you may change what spells you know through the eldritch rune. 

Misfortune: A misfortune rune can be placed on any creature, or an object that makes skill or ability checks, saving throws, or attack rolls (such as some traps). The first attack roll, skill check, ability check, or saving throw the target makes each round has disadvantage. The rune ends once the target fails an affected die roll, or 1 minute passes. Mitigating: A mitigating rune can be placed on a creature. When the creature is forced to make a saving throw and fails, the mitigating rune can immediately grant the creature an additional saving. When the rune’s additional save is successful, the rune ends. The rune can only activate once per round. 

Mongoose: This rune is placed upon a creature, giving it physical resiliency to avoid certain attacks. If the target succeeds at a Constitution saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. It additionally gives advantage on Dexterity (Stealth) checks. The rune ends if any Constitution save or Dexterity (stealth) check the target makes fails. Additionally a creature with this rune has a constant speak with animals that only works with mongooses and other Herpestidae.

Owl: This rune is placed upon a creature, giving it mental resiliency to avoid certain attacks. If the target succeeds at a Wisdom saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. It additionally gives advantage on Wisdom ability checks. The rune ends if any Wisdom save or check the target makes fails. Additionally a creature with this rune has a constant speak with animals that only works with birds.

Ownership: A rune of ownership can only be placed on an object, and only while no creature other than the runecaster is touching it. It lasts until the item is held and either used or claimed by a creature other than the runecaster. The rune acts as a minor illusion indicating the object is owned by the runecaster. Additionally, a runecaster’s proficiency bonus with the item increased by 1.

Shielding: A rune of shielding can be placed upon any creature or object. If the target does not have a shield or the benefits of a shield spell, it gains a +1 shield bonus to AC. The rune ends if the target has a grapple of shove attack (or any other contest) successfully performed against it, or 10 minutes pass.

War: This rune is placed upon a weapon, making it magic and granting it and bonus to attack and damage rolls. The bonus is equal to +1, increasing to +2 at 7th level and +3 at 14th level. It ends if an attack with the weapon misses, or 10 minutes pass. 

Water: A water rune can be placed on any creature or object. It gains Damage Resistance to cold, and a swim speed equal to its speed. The rune ends if the target takes a critical hit that deals cold damage, fails a saving throw against an effect that deals cold damage, makes an attack that does fire damage, or has to hold its breath for longer than 30 seconds.

Weakness: A rune of weakness can be placed on a creature, or an object that rolls its own damage rolls (such as some traps). The target does half damage on the first damage roll it makes each round from any source (weapons attack, spell, special ability, and so on). Each time the creature rolls damage, it also rolls 1d6. The rune ends if this secondary d6 roll is ever a 4, 5, or 6.

Wolf: This rune is placed upon a creature, giving it advantage on Wisdom (Perception) checks that rely on scent. The rune ends if any Wisdom (Perception) check the target makes results in a natural 1 on the die roll. Additionally a creature with this rune has a constant speak with animals that only works with canines.