Runic Knight (5e Class)
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Runic Knight
Runic Knights are warriors that control an unique kind of magic, that involves carving magical runes on weapons, armor and even their own bodies, that can be activated during combats to increase ones martial prowess. For Runic Knights, the pursue of arcane knowledge of runes is important as martial skill. Only swinging a sword is something that anyone can do, but doing the same thing while seeking eldritch knowledge contained inside ancient symbols is what separates a simple combatant from a legendary warrior.
Magic of Runes
Magic is a invisible force that surrounds and permeates everything in the world. Runic knights know how to channel that energy by using specific runes that represent forces of universe, symbols that represent life and death, the elements, good and evil and forces both material and abstract, that all together form our reality.
Creating a Rune Knight
When creating your Rune Knight, consider why and how did you begin to learn about the secret magic contained in the ancient runic alphabet, and how this ancient knowledge can aid you to reach your goals.
- Quick Build
You can create a Rune Knight quickly by following these suggestions. First, make Strength your highest ability score. Your next highest skill should be Intelligence. Second, choose the Soldier background.
Class Features
As a Runic Knight you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Runic Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Runic Knight level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Choose one between calligrapher’s supplies, mason’s tools or woodcarver’s tools
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Athletics, Arcana, History, Insight, Investigation, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple weapon and a martial weapon or (b) two simple weapons or (c) two martial weapons
- (a) a chain shirt and a shield or (b) leather armor and a shield
- (a) an explorer's pack or (b) a scholar's pack
- If you are using starting wealth, you have If you are using a starting wealth, you have 5d4 x 10 gp in funds. in funds.
Level | Proficiency Bonus |
Features | Runic Points | Runes Known |
---|---|---|---|---|
1st | +2 | Rune Magic, Personal Glyph | 1 | — |
2nd | +2 | Carved Runes | 2 | 3 |
3rd | +2 | Runic Tradition | 3 | 3 |
4th | +2 | Ability Score Improvement | 4 | 4 |
5th | +3 | Extra Attack | 5 | 4 |
6th | +3 | Strengthening Tattoos | 6 | 5 |
7th | +3 | Runic Tradition Feature | 7 | 5 |
8th | +3 | Ability Score Improvement | 8 | 6 |
9th | +4 | Runic Recovery | 9 | 6 |
10th | +4 | Runic Tradition Feature | 10 | 6 |
11th | +4 | Specialized Rune | 11 | 7 |
12th | +4 | Ability Score Improvement | 11 | 7 |
13th | +5 | Improved Runic Strikes | 12 | 7 |
14th | +5 | Arcane Inscriptions | 12 | 8 |
15th | +5 | Runic Tradition Feature | 13 | 8 |
16th | +5 | Ability Score Improvement | 13 | 8 |
17th | +6 | Runic Ward | 14 | 9 |
18th | +6 | Leeching Blade | 14 | 9 |
19th | +6 | Ability Score Improvement | 15 | 9 |
20th | +6 | Rune Master | 15 | 10 |
Rune Magic
You study the traditional art of the rune magic. By carving runes onto a weapon, you can use it as a focus for this ancient power.
- Runic Blade
During a long rest, you can carve any weapon with runes which you use to summon the power of runes. You must be carrying (but not wielding) your runic blade to summon the rune power, unless otherwise stated.
In addition, when making attacks with the runic blade, you have +1 to attack and damage rolls with it. You can't have more than one runic blade at the same time.
- Runic Points
You have a number of runic points equal to the number shown on the Runic Points column on the Runic Knight table. You can use your runic points for many of your class features, including the Runic Strike, described bellow. You regain all your expended runic points when you finish a long rest.
- Runic Strike
When wielding your runic blade, you can use your bonus action and spend 1 runic point to generate one of the following effects:
- You deal additional force damage equal to your proficiency bonus on your next damage roll with this weapon.
- You add twice your proficiency bonus to your next attack with the runic weapon.
Personal Glyph
At 1st level, you gain the ability to carve a personal mark on a tool, weapon or suit of armor, infusing it with your rune magic. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor, +1 bonus to attack and damage rolls if it’s a weapon or +1 to checks if it is a tool. You can use your bonus action to summon the carved object to your hand, if it is on the same plane as you.
Once you use this feature, you can’t use it again until you finish a long rest, or until you spend 1 runic point to carve another object.
Carved Runes
Starting at 2nd level, you have discovered magical runes that you can carve into your weapon to generate magical effects. When you gain certain Runic Knight levels, you learn additional Runes of your choice, as shown in the Runes Known column of the Rune Knight table. You can only activate one rune during your turn in combat.
Activating a rune costs 1 runic point, unless otherwise specified.
If a rune calls for a saving throw, the DC for the saving throw is equal to 8 + your proficiency bonus + your Intelligence modifier.
Runic Tradition
At 3rd Level, you specialize your carving methods and research by choosing a Runic Tradition. You can choose between Sygil Trapper, Runic Pugilist, Glyph Sage and Arcane Warden, each of which is detailed at the end of the class description.
The Tradition you choose grants you features at 3rd level and again at 7th, 10th, and 15th levels.
Ability Score Increase
When you reach 4th Level, and again at 8th, 12th, 14th, 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.
Extra Attack
Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Strengthening Tattoos
Starting at 6th level, you can carve markings on your body, increasing your physical prowess. You can add your Intelligence modifier to your Strength checks.
Runic Recovery
Starting at 9th level, you learn how to meditate, drawing power from your inner reserves of energy. Whenever you finish a short rest, you can choose to spend one hit die, and recover a number of runic points equal to the number rolled.
Specialized Rune
Starting at 11th level, whenever you finish a long rest, you can choose one rune you know that doesn't have a prerequisite. You don't need to spend runic points to activate this rune until your next long rest.
Improved Runic Strikes
When you reach 13th level, a permanent magical aura engulfs your runic weapon. When you make an attack with your runic blade, you deal additional damage equal to your Intelligence modifier to your damage rolls.
Arcane Inscriptions
Starting at 14th level, you can cast the spell glyph of warding without spending a spell slot. Intelligence is your spellcasting ability for this spell.
When inscribing a spell glyph, you can create the glyph with the effect of one of your known runes, instead of a spell. You can cast this spell a number of times equal to your Intelligence modifier, and regain your uses after finishing a long rest.
Runic Ward
Starting at 17th level, you can choose to either carve an armor or your body with a magical tattoo as part of a long rest. When you activate a rune while, you wear the carved armor, or are not wearing armor in the case of a magical tattoo, the magical energy of activated runes empowers the armor, and you gain a number of temporary hit points equal to your proficiency bonus, that lasts for 10 minutes.
Leeching Blade
Once you reach 18th level, you can convert vital life of other creatures into runic power, in the same way you do with your own life force. When you reduce a creature to 0 hit points with your runic blade, you regain all your runic points.
Once you use this feature, you can't do it again until you finish a long rest.
Rune Master
Starting at 20th level, whenever you roll initiative, you regain a number of runic points equal to your Intelligence modifier.
In addition, you can choose two runes with a prerequisite of 6th level or lower to activate without requiring you to spend runic points. You can activate the chosen runes even if you already have activated a rune in this turn.
Runic Tradition
Runic Pugilist
Powerful unarmed combatants, Runic Pugilists use the rune magic to enhance the natural capabilities of their bodies, transforming their fists into arcane tools.
- Runic Pugilist
Starting at 3rd level when you choose this archetype, you carve special runes on your body that empower your unarmed strikes. Your unarmed strikes are considered a rune blade, and any feature that requires a rune blade can be used with your unarmed strikes.
In addition, you deal 1d4 when performing unarmed strikes, instead of the regular damage. In addition, whenever you make a unarmed strike as part of your Attack action, you can use your bonus action to make another unarmed strike.
The damage of your unarmed strikes increase to 1d6 at 7th level and 1d8 at 10th level.
- Defensive Runes
Starting at 7th level, you carve your body with powerful protective runes. Whenever you are not wearing armor, shields or wielding weapons, your AC equals 10 + your Intelligence modifier + your proficiency bonus.
In addition, whenever you are hit by an attack roll, you can roll your unarmed strike die and add to your AC, potentially causing that attack to miss.
- Elemental Strikes
Starting at 10th level, when you take the Attack action, you can choose to replace the damage type of your unarmed strikes until the end of your turn for acid, cold, fire, lighting or thunder until the end of your turn.
- Arcane Explosion
Starting at 15th level, whenever you make the unarmed strike using your bonus action, you deal additional damage with that attack equal to 2d8. You can choose your damage type from acid, cold, fire, lighting or thunder.
Glyph Sage
Seekers of knowledge, glyph sages pursue the deeper lore contained in the rules, using them in a versatile manner and unlocking eldritch arcane powers.
- Additional Rune
When you choose this at 3rd level, your deeper study and research of runes expanded your knowledge. You can choose an additional rune, ignoring subclass prerequisites. You learn an additional rune at 7th and 15th level. These runes doesn't count against your runes known.
- Hidden Lore
Starting at 7th level, you can reach out to the deeper lore contained inside the runes carved on your blade. For each known rune, choose one tool proficiency, language or skill proficiency. If you choose a tool or skill, you can add half your proficiency bonus on checks made with it, if you don't already add your proficiency bonus.
- Deeper Knowledge
At 10th level, you can go deeper on the knowledge contained inside the runes. Whenever you complete a long rest, choose one of your skill or tool proficiencies. Until your next long rest, you can add twice your proficiency bonus in checks with it.
- Glyph Lord
At 15th Level, whenever you activate a rune as part of an attack, you can use your bonus action to activate a second rune in the same attack.
Arcane Warden
Focusing on the defensive capabilities of the magical rune, Arcane Wardens are the quintessential rune knights, suited in armors covered in runes, acting as powerful guardians and warriors, these knights rely in their ability to withstand punishment to win battles.
- Runic Armor
Starting at 3rd level, you can choose one suit of heavy armor to carve with runes as part of a long rest. While wearing this carved armor, you are considered proficient with it.
At 15th level, your runic armor give you +1 to your AC.
- Warding Rune
Starting at 7th level, you create a specific warding rune to engrave on your shield. When wielding the runic shield. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to activate the warding rune, reducing the damage the target takes by an amount equal to your Intelligence modifier + your proficiency bonus
- Invisible Shield
Starting at 10th level, whenever you are wearing your runic armor, you can make a Intelligence saving throw were a Dexterity saving throw is required.
- Runic Guardian
At 15th level, whenever a creature moves within 5 feet of you, you can make a melee weapon attack against it as a reaction. In addition, on a hit, you can create a zone of stasis around you, making an area within 15 feet difficult terrain for hostile creatures.
Runes
- Bravery Rune
Prerequisite: 6th Level
When you roll initiative, you can activate this rune to embolden a creature within 30 feet. The chosen creature gain a number of temporary hit points equal to your proficiency bonus, and become immune to the frightened condition until the temporary hit points are reduced to 0.
- Celestial Rune
When you hit a creature with your rune weapon, you can activate this rune and put a glowing brand of celestial light on the target. Your attack deal additional radiant damage equal to your proficiency bonus, and the bright mark give advantage on the next attack roll against that creature before the start of your next turn.
- Explosive Rune
Prerequisite: Runic Pugilist
Whenever you hit a creature with a rune blade, you can ativate this rune spending 2 runic points. You deal damage to all creatures within 5 feet of you equal to twice your proficiency bonus.
- Force Rune
Prerequisite: Runic Pugilist
Whenever a creature misses you with a melee weapon attack, you can use your reaction to activate this rune, creating a invisible barrier that protects you while hurt your enemy. The attacker must succeed on a Dexterity saving throw, or take damage equal to twice your proficiency bonus + your Intelligence modifier and reduce the damage taken by your proficiency bonus.
- Hex Rune
When you hit a creature with your runic weapon, you can active this rune to attempt to curse the creature. You deal additional necrotic damage equal to your proficiency bonus on a hit and the target must succeed on a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls until the end of your next turn.
- Inferno Rune
Prerequisite: 6th Level
When you make a weapon attack against a creature, you can activate this rune to engulf your sword in flames. When you do so, you don't add your proficiency bonus to the result of the attack roll. On a hit, you deal additional fire damage equal to twice your proficiency bonus and the target takes 1d4 fire damage in each of its turns. The effect end if the target use its action to make a Dexterity saving throw against the rune save DC, if another creature use its action to throw water on the creature or if the creature takes at least 1 point of cold damage.
- Light Rune
Prerequisite: 12th Level
When you hit a creature with your rune blade, you can expend 3 runic points to a powerful light from your blade on the eyes of an opponent. The target needs to succeed on a Dexterity saving throw, being blinded on a failed save. The target can use its action to make a Constitution saving throw to end the effect.
- Lore Rune
You can use tap in the ancient knowledge contained inside the runes. You can activate the rune to add a bonus to a Arcana, Religion, Nature or History check. You can use this ability after rolling the d20, but must use it before knowing the outcome of the roll.
- Magnetic Rune
When you hit a creature with your rune weapon, you can activate the rune to pull a weapon, shield or object with metal in it from its hands. You deal additional damage equal to your proficiency bonus on a hit and the target must succeed on a Strength saving throw, losing a weapon on a failed save. You can pick the weapon, shield or object if you have a free hand. Otherwise, it lands at your feet.
- Necrotic Rune
When you hit a creature with a weapon attack using your runic blade, you can activate a rune summon a necrotic energy that engulfs the weapon, sapping the life of the target and stilling it with a sense of mortality. You deal additional necrotic damage equal to your proficiency damage, and the target succeed on a Wisdom saving throw, being frightened on a failed save until the end of your next turn.
- Psychic Rune
Prerequisite: 12th Level
When you hit an enemy with your runic blade, you can expend two runic points and activate this rune, releasing a weave of psychic energy. You deal additional psychic damage equal to twice your proficiency bonus, and all creatures (except you) within 10 feet of the target mus succeed on a Wisdom saving throw, or be stunned until end of its turn.
- Power Rune
When you hit a creature with a runic blade, you can spend a number of runic points equal to half your Runic Knight level (rounded up). You deal additional damage equal to the number of points spent x your proficiency bonus. The damage is force.
- Prismatic Rune
Prerequisite: 6th Level
When you hit a creature with your runic weapon, you can activate this rune, causing a multicolored glow appear in the weapon and explode in a dazzling pattern of colors. You deal additional damage equal to your proficiency bonus to the target. The damage type depends on the number rolled on the 1d8:
- 1. Acid
- 2. Cold
- 3. Fire
- 4. Lighting
- 5. Thunder
- 6. Poison
- 7. Necrotic
- 8. Radiant
In addition, you force a creature within 30 feet of the target (or the target) to make a Wisdom saving throw. On a failed save, the target is dazed by the colors, being charmed until the end of your next turn. While charmed in this manner, the creature is incapacitated and its speed it reduced to 0.
- Resistance Rune
Prerequisite: Arcane Warden
You can activate this rune as a reaction and add your proficiency bonus to a Strength, Dexterity or Constitution saving throw. You can use this rune after you make the initial roll, but before you know the result.
- Shield Rune
Prerequisite: Arcane Warden
You can activate this rune as a reaction to an attack you take to add your proficiency bonus to your AC against the triggering attack and until the end of your next turn.
- Thunder Rune
Prerequisite: Arcane Warden
When a creature misses you with a melee weapon attack, you can use your reaction to activate this rune, dealing thunder damage equal to your proficiency bonus, and force the creature to make a Strength saving throw, being knocked prone on a failed save.
- Speed Rune
Prerequisite: Runic Pugilist
Whenever you hit a creature with a rune blade, you can activate this rune to make an additional attack against the same target with your off-handed weapon. On a hit, you deal additional damage equal to your proficiency bonus.
- Vines Rune
Prerequisite: Runic Pugilist
Whenever a creature attempts to break free from a grapple attempt from you, you can use your reaction to activate this rune, summoning vines that engulf that limits the movement of the target, reducing the result of the target's roll by your proficiency bonus.
- Wind Rune
As a bonus action, you can activate this rune, engulfing your body in a gust of wind when, increasing your AC by an amount equal to your proficiency bonus against opportunity attacks.
- Venomous Rune
Prerequisite: 12th Level
When you hit a creature with your runic blade, you can expend two runic points. You deal additional poison damage equal to twice your proficiency bonus. The creature must succeed on a Constitution saving throw or be poisoned and fall prone. The creature cannot stand from prone while the poisoned condition is still active. The creature can use its action to make another Constitution saving throw to end the effect. The effect also ends if it regains any number of hit points.
- Vitriolic Rune
When you hit a creature with a runic blade, you can activate this rune and deal acid damage equal to your proficiency bonus to the target and to one additional target within 5 feet of it.
Multiclassing
Prerequisites. To qualify for multiclassing into the Runic Knight class, you must meet these prerequisites: Strength 13 or Dexterity 13, Intelligence 13
Proficiencies. When you multiclass into the Runic Knight class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, martial weapons
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