Rune Knight (5e Class)

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Rune Soldier[edit]

Two soldiers chase an elf through a doorway only to have a stream of fire blast them, a Rune Knight's trap, both survive but are wounded however they decide to continue after the elf into the building. After the soldiers split up inside the elf drops on one of them and cuts him with her knife, the guard isn't afraid of the knife until it hits him and he's crushed to death as if hit by a maul, a Rune Knights weapon rune. The other guard comes up and hits the elf only to feel his head throb with pain before he dies from psychic damage, a Rune Knights armor rune.

A mighty vampire taunts his opponent "who brings just a sword to fight a vampire" the soldier pull's out a set of artisans tool's and put's rune's on his sword, the blade bursts both with regular fire and holy light, the vampire tries to run away in fear but is cut down by the mighty blade.

Creating a Rune Soldier[edit]


Quick Build

You can make a Rune Soldier quickly by following these suggestions. First, Choose Strength as your highest ability score, followed by Constitution. Second, choose the clan crafter background. Third, choose a martial weapon and artisan's tools.

Class Features

As a Rune Soldier you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor, heavy armor
Weapons: Martial Weapons
Tools: Smith’s Tools
Saving Throws: Strength, Constitution
Skills: Choose two from: Athletics, Arcana, History, Survival, Deception

Equipment

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

Table: The Rune Soldier

Level Proficiency
Bonus
Features Active Runes Known Runes
1st +2 Runic Style, Runes 4 1
2nd +2 Giant's Might 4 1
3rd +2 Runic Archetype 4 1
4th +2 Ability Score Improvement 6 2
5th +3 Extra Attack (1) 6 2
6th +3 6 2
7th +3 Runic Archetype Feature 8 3
8th +3 Ability Score Improvement 8 3
9th +4 Giant's Boon 8 3
10th +4 Runic Archetype Feature 10 4
11th +4 Extra Attack (2) 10 4
12th +4 Ability Score Improvement 10 4
13th +5 Giant’s Grasp 12 5
14th +5 12 5
15th +5 Runic Archetype Feature 12 5
16th +5 Ability Score Improvement 14 6
17th +6 Extra Attack (3) 14 6
18th +6 Runic Archetype Feature 14 6
19th +6 Ability Score Improvement 16 7
20th +6 Giant King 16 7

Runic Style[edit]

Starting at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Runic Style option more than once.

Improved Defense

While you are wearing armor imbued with a Rune, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon imbued with a Rune in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must be imbued with a Rune and have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield imbued with a Rune.

Two-Weapon Fighting

When you engage in two-weapon fighting while both are imbued with Runes, you can add your ability modifier to the damage of the second attack.

Runes[edit]

Starting at 1st level, you may craft and use Runes. Runes can be applied to weapons or armor. You may also lay them as traps. If a Rune Trap is activated, Each creature within the Rune Trap must succeed on a Rune Trap saving throw or take the full damage amount. A rune lasts until someone sets off the trap, if it is overwritten by another rune, when you take a long rest, or if it is destroyed. Runes can be destroyed by a DC 13 Intelligence check. (Runes are located at the bottom of the page below the archetypes.)

Rune Traps save DC = 8 + your Strength modifier + your Constitution modifier.

Giant's Might[edit]

At 2nd level, you may activate Giant’s Might. Giant’s Might causes you to physically increase in size becoming large for a minute while also gaining advantage on attack rolls and grapple checks. It automatically ends if you are Incapacitated or if dispel magic is used. You may use this feature twice, but afterwards you cannot use it again until you complete a long rest.

Runic Archetype[edit]

At 3rd level, you may choose an archetype. Choose between Rune Wall, Runic Champion, and Rune Trapper all detailed at the end of the class description. Your archetype grants you features at 3rd and again at 7th, 10th, 15th, and 18th levels.

Ability Score Improvement[edit]

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[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.

Giant's Boon[edit]

At 9th level, Giants Might now also adds your Strength modifier to your AC. You gain temporary hit points equal to your Constitution modifier at the start of your turn.

Giant’s Grasp[edit]

Upon reaching 13th level, Giant’s Might now lasts for 1 hour while also making you melee range 15ft. Any melee attacks gain +2 bonus to damage rolls, and an additional damage die.

Giant King[edit]

Upon reaching 20th level, Giant's Might now makes your size Huge while increasing your melee range to 20ft. In addition, you no longer have a time limit on Giant’s Might. You may use this feature up to 5 times, but afterwards you cannot use it again until you complete a long rest.

Rune Wall[edit]

Rune Defense

At 3rd level, Any ally with an Armor Rune gains half of your AC, and you may choose to take half of the damage they may take.

Rune Energy

At 7th level, you gain temporary hit points equal to half your Rune Soldier level.

Rune Shielding

At 10th level, your allies within melee range gain your armor runes resistance's.

Rune Empowerment

At 15th level, gain one legendary resistance once per long rest).

Rune Heart

18th level-gain immunity to the damage type of your armor runes, and upon being hit and making a DC 15 Constitution check your Runes will discharge and remain active up to two additional times.

Runic Champion[edit]

Runic Fighter

At 3rd level, choose a second Runic style.

Runic Strength

At 7th level, add half your active runes to Strength and Constitution checks and saving throws.

Runic Speed

At 10th level-gain a bonus to hit equal to half your active runes.

Runic Brutality

At 15th level, gain an additional damage die to your Weapon Runes, and they ignore nonmagical resistances.

Runic Vampirism

18th level-every turn you heal for double your active runes.

Rune Trapper[edit]

Intuition

At 3rd level, you gain advantage on checking for any traps and saving throws on traps you do set off, and people you consider allies cannot set your Rune Traps unintentionally.

Personalized Runes

At 7th level, you gain the ability to sense anyone near your Rune Traps and may remotely activate your Rune Traps, and their range is increased by 15ft.

Compressed Runes

At 10th level, Your Runes Traps gain an additional damage die and ignore nonmagical resistance.

Quickened Runes

At 15th level you may set two Rune Traps at the same time, as well, you can set your Rune Traps from a distance

Trigger Happy

At 18th level, your Rune Traps can be activated a number of times equal to your Constitution modifier. After activation, upon succeeding a DC 15 Constitution check, the Rune Trap is automatically replaced with the same Rune Trap, and can be activated again as a bonus action.

Runes[edit]

  • Thunderclap
    • Weapon: adds 2d6 thunder damage.
    • Armor: resistance to thunder damage and deal 1d4 thunder damage to whoever damages you while gaining advantage on Strength checks to not be moved.
    • Trap: deals 6d6 thunder damage in a 25 foot sphere centered on the rune to whoever sets it off & the surrounding area.
  • Smithy
    • Weapon: ignites whatever you hit dealing 1d6 fire damage that lasts for 5 rounds.
    • Armor: resistance to fire damage and deal 1d4 fire to whoever damages you.
    • Trap: a stream of fire that deals 5d6 fire damage in a 20ft cylinder.
  • Cold Snap
    • Weapon: 5d4 cold damage and minus 20 movement speed to whoever you hit.
    • Armor: resistance to cold and deal 1d4 to whoever damaged you.
    • Trap: 8d4 cold damage in a 25 foot cone, if the victim takes more than 25 damage from it the trap freezes them solid.
  • Boulder
  • Inertia
    • Weapon: 3d6 force damage.
    • Armor: resistance to force damage and deal 1d4 to whoever damages you.
    • Trap: creates an invisible wall that only people you let through can pass.
  • Shock
  • Shade
    • Weapon: 1d8 necrotic damage.
    • Armor: resistance to necrotic damage and deal 1d4 necrotic damage to whoever damages you.
    • Trap: 2d8 necrotic damage, creates a cloud of gas 10 ft wide that stays until it dissipates or is moved by a strong wind.
  • Light
    • Weapon: 2d6 radiant, 5d6 to fiends and undead.
    • Armor: resistance to radiant damage and deal 1d4 radiant to whoever damages you.
    • Trap: fiend and undead cant move until the trap is destroyed.
  • Mind
  • Caustic
  • Spike

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Rune Soldier class, you must meet these prerequisites: Strength of 13.

Proficiencies. When you multiclass into the Rune Soldier class, you gain the following proficiencies: Smiths tools

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