Rune Fencer (5e Class)
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As a Rune Fencer you have a supernatural bond with your favorite weapon, a weapon that you enchant with runes, or that you obtained that had previously been enchanted with such runes.
As a Rune Fencer you gain the following class features.
- Hit Points
Armor: all Armor, shields
Weapons: simple weapons, martial weapons
Tools: Choose one from smith's tools or woodcarver's tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, Athletics, History, Investigation, Nature, Perception, and Persuasion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) 2 martial weapons
- (a) chain mail or (b) Studded leather, longbow, and 20 arrows
- (a) a scholar's pack and 2 daggers or (b) a dungeoneer's pack and 2 hand axes
- (a) a set of smith's tools or (b) a set of woodcarver's tools
|Features||Rune points per lv|
|1st||+2||Rune Knowledge, Runic Weapon, Rune Armor, Spellcasting||2|
|2nd||+2||Fencing Magic, Elemental Burst||4|
|4th||+2||Ability Score Improvement||8|
|6th||+3||Enchanting Rune, Extra Attunement||12|
|7th||+3||Rune Secret feature||14|
|8th||+3||Ability Score Improvement||16|
|10th||+4||Rune Secret feature||20|
|12th||+4||Ability Score Improvement||24|
|15th||+5||Rune Secret feature||30|
|16th||+5||Ability Score Improvement||32|
|19th||+6||Ability Score Improvement||38|
- Rune Knowledge
Runes can be found hidden in the most unexpected places, and they can look like meaningless cuts on stones even to the most experienced wizard, your experience in exploring ancient ruins and your knowledge of ancient cultures is unparalleled. You have advantage on Intelligence (History) checks related to the buildings and engravings of ancient civilizations, as well as on Wisdom (Perception) checks and Intelligence (Investigation) checks in the surroundings of the remains of ancient civilizations when looking for hidden runes and runestones. Runestones function like scrolls, except that they are only a few symbols engraved on small stones and they are written in lost runic characters that are not related to any specific language, but represent directly magical energies. Only runeseekers can activate runestones. Because of their advance knowledge in runes they can learn a language by listening or by reading in a few hour. When you reach 11th level your knowledge of ancient written languages reaches its peak. You can read all writing.
- Runic Weapon
You have a supernatural bond with your favorite weapon, a weapon that you enchanted with runes, or that you found or received already bearing ancient runes. When you get this feature choose one of your weapons, that weapon becomes your runic weapon. Your runic weapon is indestructible and you can summon it as a bonus action on your turn, causing it to teleport instantly in your hand. The weapon has a minor property and a quirk. Choose one of the minor properties in the Minor Property table in Chapter 7 of the Dungeon Master's Guide, then choose a quirk from the Quirk table in the same page, discuss with your DM any detail about the minor property and the quirk if necessary. If you are not the creator of your runic weapon you might want to choose with your DM characteristics from the Creator or Intended User table and the History table as well. Your DM might want you to roll on these two tables instead of choosing. Only you can attune to your runic weapon, if the quirk or the minor property have any effect that requires attunement. If you die anyone can attune to your runic weapon. The runic weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can change your weapon at any time by spending an amount of time equal to your your proficiency bonus (hours)
- Rune Armor
Starting at 1st level, you add a rune to your skin that lets you add Intelligence to AC instead of dex for light or medium armor. if unarmored, your AC=13+ your intel modifier
Studying the runes confers you magic power, runes are extremely concise and your runic weapon has enough space to contain all your spells, growing more and more covered in inscriptions as your repertoire expands. You learn runes from the Rune list at the bottom.
- Runic Weapon as Spellbook
When you get spellcasting at 1st level, your runic weapon contains six Runes of your choice. The spells that you add to your runic weapon as you gain levels are each in the form of few specific runic characters coming from the research you conduct around ruins and in libraries, as well as from intellectual breakthroughs you have had about the way the runic characters interact. You might find other spells during your adventures. You could discover a runic spell recorded on the grave of an ancient mage king, for example, or out of luck on a pebble on the side of a river, or on the sword of an evil runeseeker you just defeated. Copying a spell into the runic weapon works exactly like a wizard spellbook, but you can't replace your runic weapon nor lose it, however you can create backups of your Rune Spell on stones or tablets even though it is usually not necessary.
- Preparing and Casting Spells
The Rune Fencer table shows how many Runes you have to cast your Rune Spell. To cast one of these Rune Spell, you must expend a numbers of Runes required by the the Rune Spell. You regain all expended Runes when you finish a long rest.
- Spellcasting Ability
Intelligence is your spellcasting ability for your Rune Fencer Rune Spell, since you learn your Runes through words. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Rune Fencer Rune Spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Arcane Focus
You can use an arcane focus (found in chapter 5 in the Player's Handbook) as a spellcasting focus for your Rune Fencer Rune Spell. Your runic weapon counts as spellcasting focus for your Rune Fencer Rune Spell.
- Martial Somatic Components
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- Learning Rune Spell from 1st Level and Higher
Each time you gain a Rune Fencer level, you can add a Rune Fencer Rune Spell of your choice to your runic weapon. On your adventures, you might find other Runes that you can add to your runic weapon.
- Elemental Burst
Starting at 2nd level, you add a rune to your weapon that lets you release elemental explosions originating from the point of contact between your weapon and your foes. When you hit a creature with a weapon attack using your runic weapon, you can expend one runeseeker spell slot to attempt to deal elemental damage to all creatures in 10-foot radius sphere centered on the creature you hit. If the original attack roll would hit any of the creatures in the sphere, it takes 2d6 damage for a Rune point, at 3rd and every 2 level above you may add one rune point and add plus 1d6. Choose the damage type between a damage type rune you have. You are immune to the damage of your own elemental burst.
- Fencing Magic
At 2nd level, you can channel your Runes spells through your Runic Weapon. You can charge your Runic Weapon with a Rune spell as a bonus action with arcane energy. When you attack, you only make a single attack with your charged Runic Weapon. After the attack resolves, it releases the Rune spell that was cast upon it. The attack is always centered on the target if it has a radius. Otherwise it begins at the target's location (if there are multiple attacks or areas only the first must be centered on the target). You have advantage on magic saves if you cast the spell. Additionally, if you succeed on your spell's saving throw you take no damage. At 10th level, when you attack with a charged Runic Weapon you can use all of your available attacks, your Rune spell is released after any of your attack connects.
- Rune Secret
When you reach 3rd level, your knowledge of runes reaches forgotten techniques to create enchantments with runes. Your choice grants you features at 3rd level and again at 7th, 10th and 15th level
- 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.
- Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Enchanting Runes
Starting at 6th level you discover new ways to place permanente runes to enchant your runic weapon permanently with great powers. Your runic weapon can have one enchanting rune of your choice, the enchanting runes provide their bonus only when you are attuned to your runic weapon. Your enchanting runes options are detailed at the end of the class description. The weapon can have a additinual enchanting rune when you reach 11th and 18th level.
- Extra Attunement
When you reach 6th level and again at 11th and 18th, you can attune to an additional magic item or runic weapon.
- Intellectual strike
When you reach 9th level, you can add your intelligence modifier to attacks with your attuned attacks
- Magical Rampage
At 14th level, you can focus your weapon's fury towards the runic spells engraved on it. When you hit a creature with a weapon attack, you can cast as a bonus action a spell that has a casting time of 1 action.
- Permanent Runes
When you reach 20th level you learn how to instil the power of your runes by engraving them on anything that they can affect. When you cast a spell with a duration that is not "instantaneous", add to the components needed a diamond inlaid scalpel worth at least 5,000 gp, which the spell consumes, if you do, the duration becomes "until dispelled". If the spell required concentration, it doesn't require it anymore. Any other condition for the spell to end specified in the spell description makes the spell end as usual. The target of the spell needs to stay still for the whole duration of the casting time or the spell fails and the components are consumed, an unwilling creature can only be affected if properly restrained. As long as the spell is affecting the target, it has a rune or various runes drawn or carved into it and emanating a faint glow.
To use runes it is necessary to carve them on something. Usually runeseekers carve runes on stones and on their runic weapon, however, with the advancement of their studies they discover new ways to inscribe runes, either as an improved way to carve on their weapon or new methods to inscribe runes on different things.
Secret of the Soul Runes
Rune fencers that choose this path seek to become master weapon crafters, trying to transform their runic weapon into the perfect weapon. Their crafting technique becomes so advanced and precise that the decorated runes carved on the runic weapon can instil life. Sometimes called mastersmiths or arcane artisans, these runeseekers often seek to recreate long lost techniques of weapon crafting by finding ancient artifacts or forgotten ancient guides.
- Master Artisan
At 3rd level, you gain proficiency with smith's tools or woodcarver's tools if you are not proficient in both already. Your proficiency bonus is doubled for any ability check you make that uses either of the two proficiencies.
- Awakened Runic Weapon
At 3rd level your runic weapon becomes a sentient magic item that can communicate with you by transmitting emotions and it can sense the surrounding world with 30 feet of blindsight. You can decide the runic weapon's Intelligence, Wisdom and Charisma scores by assigning the following scores in the order that you prefer: 14, 10, 8. Decide the weapon's personality traits by choosing them from the backgrounds in Chapter 4 in the Player's Handbook. The weapon remembers everything that happened to it from the moment it was created. At levels 7th, 10th and 15th the weapon's conscience and perception will grow in various ways. At 7th level it will be able to communicate with you telepathically while it is able to perceive your presence, its blindsight grows to 60 feet. At 10th level the weapon becomes able to produce sounds and speak two languages of your choice, its blindsight grows to 90 feet. At 15th level the weapon becomes able to communicate telepathically with anyone it is able to perceive the presence of, its blindsight grows to 120 feet. At levels 7th, 10th and 15th you can increase one of its ability scores of your choice by 4, or you can increase two ability scores of your choice by 2. As normal, you can’t increase an ability score above 20.
- Sculpt Elemental Burst
At 7th level your runic weapon can create pockets of relative safety within the effects of your elemental bursts. When you use your elemental burst you can choose a number of creatures equal to the expended runes points or less. The chosen creatures are immune to the damage of your elemental burst.
- Improved Elemental Burst
At 10th level your runic weapon learns how to release its energy with even more might at your command. Your elemental bursts now affect a 20-foot radius sphere centered on the creature you hit, instead of a 10-foot one.
- Ultimate Affinity
At 15th level you and your runic weapon reach perfect mental coordination that lets you grant to the weapon the chance of moving freely on its own. You can move your runic weapon magically as long as your hands are free and the runic weapon is within 5 feet of you, in combat you can attack as if using your hands without having to move a muscle. When you hit a creature with a weapon attack using your runic weapon, the weapon goes on a sudden and brief frenzy, attacking other enemies around the creature, temporarily exiting out of the area where you can wield the weapon magically in normal conditions. Choose any number of other enemies in a 20-foot radius sphere centered on the creature you hit. If the original attack roll would hit any of the chosen creatures, it takes damage equal to the damage you dealt to the creature you hit first. The damage is of the same type dealt by the original attack. Ranged runic weapons are able to control their projectiles to achieve the same result. this can only be done once per turn and does not count as your action but your weapons action so you still get your two attacks.
Secret of the Mind Runes
Some runeseekers have a personal preference for enchantment, curious of finding ways to permanently influence the mind of other creatures. Others have a strong desire to be leaders and don't like to get their hands dirty with lowly jobs. Some want to punish evil doers and take them under their control to force them to act for good under their service. In other cases they are master riders or beast trainers that want the talent to tame anything. For any of these reasons, runeseekers might discover the technique of controlling minds by tattooing enchanting runes on any creature.
Often these runeseekers earn themselves different titles depending on the creatures they are most often seen with. For example dragon trainers when they manage to get a dragon under their control. Death knights or demon knights when they are seen fighting with undead creatures or fiends. Elemental lords when they manage to draw their runes on the animated elemental power that is elementals. Others are less picky about who they will control and earn more generic names like mind benders or arcane slavers.
- Tattooed Runes
At 3rd level, you gain proficiency with tattooist's tools. You can draw runes on other creatures using tattoos.
- Binding Runes
At 3rd level you learn how to tattoo mind-bending runes on other weaker creatures to make them into your subordinates. With a 4 hour ritual you can bind an unconscious creature with 0 current hit points and a challenge rating of 1 or lower and an intelligence score of 8 or lower. After the creature is bound to you their intelligence score permanently becomes 1. After the ritual the bound creature is covered in tattooed runes that grant you control over it. You can bind only one creature at a time, when another creature is bound you immediately lose control of the previously bound creature.
The bound creature obeys your commands as best as it can. If the creature is not mounted it rolls its on initiative, but it doesn’t take an action unless you command it to. If the creature is mounted it takes its turn on your turn. You may use a free action to command it to move and a bonus action to allow it to use its attack. When you are unconscious or sleeping and when you are more than a mile away from the bound creature, the bound creature becomes unconscious. The bound creature is immune to damage from your elemental burst.
You can bind more powerful creatures at higher levels. At 7th level you can bind a creature with a challenge rating of 5 or lower. At 10th level you can bind a creature with a challenge rating of 10 or lower. At 15th level you can bind a creature with a challenge rating of 15 or lower.
- Mind Bending
When you reach 7th level you can break the will of intelligent creatures under your control. The intelligence score of a bound creature can be 10 or lower, after the creature is bound to you it permanently loses the ability to speak and comprehend languages. You can bind more intelligent creatures at higher levels. At 10th level you can bind a creature with an intelligence score of 12 or lower. At 15th level you can bind a creature with an intelligence score of 14 or lower.
Secret of the Blood Runes
Sometimes called blood mages, blood knights or simply skincarvers, these runeseekers have no qualms when it comes to achieve more power. Experimenting with their own skin and blood they transform their weapon in a part of their body, bonding through the forbidden use of blood sacrifices. Specialised in the flow of life force and magical power, they soon start to understand how to manipulate this flow between living creatures in order to steal the vital energy out of other beings. Sometimes they try to use their macabre powers for the greater good, but when they get used to the taste of vital energy, it becomes hard to keep their grip on sanity. Others just embrace the insanity and transform their bodies in a canvas for carved runes, sometimes even transforming themselves into vampires or liches without the slightest shade of regret.
- Skincarved Runes
At 3rd level, you gain proficiency with the skincarver's tools. Skin carving is a technique similar to tattooing, but distinct in that the skin is carved by chisels. You gain proficiency with the Medicine skill if you don't have it already. If you are already proficient in the Medicine skill your proficiency bonus is doubled for any ability check you make that uses Medicine. You can skincarve runes on your own body.
- Blood Bounty
At 3rd level you carve runes on your skin while letting the blood enchant your weapon, creating a strong bond that lets you drain life from the blood of your slain enemies. When you reduce a hostile creature to 0 hit points, you regain hit points equal to the full damage that your attack would have inflicted if the creature's hit points weren't reduced to 0.
- Blood Magic
At 3rd level you can sacrifice blood to regain magical energy. You can use a bonus action to take 1d10 slashing or piercing damage and recover a 1st level expended runeseeker spell slot, or a level higher for each additional 1d10 damage that you are willing to take. This damage cannot be reduced by resistances, immunities or by other means.
For example if you are a 10th level runeseeker you can take 3d10 damage to recover a 3rd level spell slot, 2d10 damage to recover a 2nd level spell slot or 1d10 damage to recover a 1st level spell slot.
- Drain Surge
At 7th level the runes you carve on your skin let you gain more control on when to drain life from your enemies. When you hit a creature with a weapon attack using your runic weapon, you can decide to regain hit points equal to half the amount of damage dealt with the attack to that one creature. Once you use this feature, you must finish a short or long rest before you can use it again.
- Blood Lust
At 10th level when you drain life from your foes without the need to recover from your wounds, you enter a state of uncontrolled blood lust. When you would regain hit points from blood bounty or drain surge but your current hit points are already equal to your total hit points, until the end of your next turn you gain advantage to all attack rolls and deal 1d6 more damage to any creature you hit.
The effects do not stack if they are triggered again while they are already in place, the effects simply last until the end of next turn starting from the last trigger that ensued. During a bloodlust the flesh of one of your hands grows into your weapon and vice versa, blending seamlessly. You can't be disarmed from your runic weapon and you can't sheathe your sword or use the hand for anything other than attacking with your weapon until the blood lust ends.
- Advanced Blood Magic
At 15th level you reach final understanding of blood magic, you can sacrifice blood to improve the power of your spells. When you cast a spell you can take 2d10 slashing or piercing damage and cast the spell as if it was cast with one higher spell slot than the one you used, or a level higher for each additional 2d10 damage that you are willing to take, if the damage brings you to 0 hit points the spell is not cast. This damage cannot be reduced by resistances, immunities or by other means. The spell level can exceed your highest spell slot level up to 8th level. When you reach 17th level the spell level can reach 9th level. For example if you are a 17th level runeseeker and you cast a 5th level spell you can take 4d10 damage to cast it as a 7th level spell, 2d10 damage to cast it as a 6th level spell or 8d10 damage to cast it as a 9th level spell.
You can't choose the same rune more than once when you get the enchanting rune feature. All of these features require attunement. Your runic weapon becomes a Rare magic item when you add the first rune, Very Rare with the second one, and Legendary with the final one.
You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon is ranged it can automatically generate its own ammunitions when shooting as long as you don't want to use your ammunition. If you choose to let the weapon generate its own ammunition, it loads itself and loses the loading property if it has it.
When you hit a creature with this weapon, that creature takes an extra 1d4 acid damage, at the start of their next turn the creature takes 1d4 more damage.
You gain a +1 bonus to attack and damage rolls made with this weapon. When you hit a creature with this weapon, if the target has 20 hit points or fewer after taking this damage, it must succeed a Constitution saving throw or be destroyed. the DC of the saving throw is 15 plus your proficiency bonus.
When you hit a creature with this weapon, that creature takes an extra 1d6 necrotic damage, the creature can't regain hit points until the end of their next turn.
You gain a +1 bonus to your AC when holding this weapon.
You gain a +1 bonus to attack and damage rolls made with this weapon. When you hit a creature with this weapon, you regain 1 hit point.
When you hit a creature with this weapon, that creature takes an extra 1d6 psychic damage. You can choose to cause the creature you hit to be frightened until the end of their next turn. This property can't be used again until the next dawn.
You gain a +1 bonus to attack and damage rolls made with this weapon. When you roll a 20 on your attack roll with this weapon, the target takes an extra 7 damage of the weapon's type.
When you hit a creature with this weapon, that creature takes an extra 1d6 fire damage. You can use a bonus action to speak this weapon's command word, causing flames to erupt from it. These flames shed bright light in a 60-foot radius and dim light for an additional 60 feet. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon is melee and doesn't have the thrown property it gains the thrown (20/60) property. If the weapon already has the thrown property or the ranged property, its normal range increases by 20 feet and its maximum range increases by 60 feet.
When you hit a creature with this weapon, that creature takes an extra 1d6 force damage and is pushed up to 10 feet away from you or pulled 10 feet towards you.
When you hit a creature with this weapon, that creature takes an extra 1d6 cold damage and its speed is reduced by 10 feet until the end of their next turn, it can't reduced by less than 10 feet this way.
You gain a +1 bonus to attack and damage rolls made with this weapon. When you make an Intelligence check you can choose to get advantage on that check. This property can't be used again until the next dawn.
You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon is melee and has the heavy and two handed property it loses them and gains the versatile property, it deals its normal damage when used with two hands and 1d8 damage when used with one hand. If the melee weapon doesn't have the heavy or two handed property, it gains the light and finesse properties.
You gain a +1 bonus to attack and damage rolls made with this weapon. You can call on the weapon's luck (no action required) to reroll one attack roll you dislike made with this weapon. You must use the second roll. This property can't be used again until the next dawn.
When you use this weapon to make an attack, you can speak this weapon's command word and make the target of your attack become your sworn enemy until it dies or until the next dawn. When your sworn enemy dies you can choose a new one after the next dawn. When you hit your sworn enemy with an attack, it takes an extra 2d6 damage of the weapon's type.
When you hit a creature with this weapon, that creature takes an extra 1d6 radiant damage. You can choose to cause the creature you hit to be blinded until the end of their next turn. This property can't be used again until the next dawn.
When you hit a creature with this weapon and your current hit points are equal to less than half of your total hit points, the target takes an extra 1d10 damage of the weapon's type.
You gain a +1 bonus to attack and damage rolls made with this weapon. You can cause the weapon to teleport instantly in your hand without expending a bonus action, with the same effort that it requires you to normally sheath the weapon. If the weapon has the thrown property it automatically appears in your hand right after each attack.
You gain a +1 bonus to attack and damage rolls made with this weapon. You can expend your bonus action to transform this weapon into any weapon, it gains all of the properties of the new weapon and stays into that shape permanently until changed into a new one, You are proficient in whatever form your weapon takes.
You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon deals slashing damage, when you attack a creature with this weapon and roll a 20 you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.
When you hit a creature with this weapon, that creature takes an extra 1d6 lightning damage and can't take reactions until the end of your next turn.
When you hit a creature with this weapon, that creature takes an extra 1d6 thunder damage and is deafened until the end of their next turn. You can't be deafened while wielding this weapon. As a bonus action you can make your voice boom up to three times as loud as normal for one minute or you can create an instantaneous sound that originates from 30 feet of you such as the rumble of a thunder, the cry of a raven or ominous whispers.
When you hit a creature with this weapon, the target takes an extra 1d10 damage of the weapon's type if it was the last creature to deal damage to you.
When you hit a creature with this weapon, that creature takes an extra 1d6 poison damage. You can choose to cause the creature you hit to be poisoned until the end of their next turn. This property can't be used again until the next dawn.
When you roll a 20 on your attack roll with this weapon, the target takes an extra 14 damage of the weapon's type.
When you hit a creature with this weapon and your current hit points are equal to your total hit points, the target takes an extra 2d6 damage of the weapon's type.
You gain a +1 bonus to attack and damage rolls made with this weapon. This weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
The spells in the following list can be found in Chapter 11 of the Player's Handbook, except for those marked with an asterisk, found in Chapter 2 of the Elemental Evil Player's Companion.
- 1st Level
Burning Hands, Catapult*, Charm Person, Color Spray, Comprehend Languages, Detect Magic, False Life, Feather Fall, Find Familiar, Fog Cloud, Hellish Rebuke, Hex, Ice Knife*, Identify, Illusory Script, Longstrider, Magic Missile, Protection from Evil and Good, Ray of Sickness, Shield, Thunderwave, Witch Bolt
- 2nd Level
Aganazzar's Scorcher*, Arcane Lock, Cloud of Daggers, Continual Flame, Darkvision, Detect Thoughts, Enlarge/Reduce, Enthrall, Flaming Sphere, Gust of Wind, Knock, Levitate, Locate Object, Magic Weapon, Melf’s Acid Arrow, Misty Step, Pyrotechnics*, Ray of Enfeeblement, Scorching Ray, Shatter, Spider Climb, Suggestion
- 3rd Level
Bestow Curse, Clairvoyance, Counterspell, Dispel Magic, Elemental Weapon, Fear, Feign Death, Fireball, Flame Arrows*, Fly, Glyph of Warding, Haste, Lightning Bolt, Magic Circle, Melf's Minute Meteors*, Phantom Steed, Protection from Energy, Remove Curse, Sending, Sleet Storm, Slow, Tongues, Vampiric Touch,
- 4th Level
Arcane Eye, Banishment, Blight, Confusion, Conjure Minor Elementals, Control Water, Dimension Door, Elemental Bane*, Evard's Black Tentacles, Fabricate, Fire Shield, Ice Storm, Leomund’s Secret Chest, Locate Creature, Mordenkainen’s Faithful Hound, Otiluke’s Resilient Sphere, Phantasmal Killer, Polymorph, Stone Shape, Stoneskin, Vitriolic Sphere*, Wall of Fire
- 5th Level
Animate Objects, Bigby’s Hand, Cloudkill, Cone of Cold, Conjure Elemental, Contact Other Plane, Creation, Dominate Person, Dream, Geas, Hold Monster, Immolation*, Legend Lore, Modify Memory, Passwall, Planar Binding, Rary’s Telepathic Bond, Scrying, Telekinesis, Teleportation Circle, Transmute Rock*, Wall of Force, Wall of Stone
Prerequisites. To qualify for multiclassing into the Rune Fencer class, you must meet these prerequisites: Strength 13 and Intelligence 13, or: Strength 14, Dexterity 14 and Wisdom 14.
Proficiencies. When you multiclass into the Rune Fencer class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons