Rune Knight (5e Class)
From D&D Wiki
- 1 Rune Knight
- 1.1 Creating a Rune Knight
- 1.2 Class Features
- 1.2.1 Table: The Rune Knight
- 1.2.2 Spellcasting
- 1.2.3 Class Limitation
- 1.2.4 Antimagic Susceptibility
- 1.2.5 Excess to Armaments
- 1.2.6 Animus Armis
- 1.2.7 Runic Adaption
- 1.2.8 Subclasses
- 1.2.9 Ability Score Increase
- 1.2.10 Enhanced Steel
- 1.2.11 Extra Attack
- 1.2.12 Metal to Mana
- 1.2.13 Runic Score Improvement
- 1.2.14 Personal Weapon Mastery
- 1.2.15 Armor with a Purpose
- 1.2.16 Mind of Magic
- 2 Subclasses
You stumbled upon a mystical set of armor one day. When you put the armor on your soul became trapped and your old body decayed away now you are permanently bound to this armor.
This class is meant for those who want to play a high AC spellcaster or eldritch knight.
Creating a Rune Knight
- Quick Build
You can make a Rune Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom and Strength.
As a Rune Knight you gain the following class features.
- Hit Points
Armor: Soul Bound armour
Weapons: Simple Weapons(Only those created by excess to armaments), Martial Weapons(Only those created by excess to armaments)
Saving Throws: Strength, Constitution
Skills: Pick two from Arcana, History, Insight, Persuasion, Deception, or Athletics
You start with the following equipment, in addition to the equipment granted by your background:
- Soul Bound Armor
- Racial starting gear
|Features||Cantrips||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Excess to Armaments, Animus Armis||2||—||—||—||—||—|
|4th||+2||Ability Score Improvement||3||3||—||—||—||—|
|5th||+3||Extra Attack, Enhanced Steel||3||4||2||—||—||—|
|6th||+3||Metal to Mana, Runic Score Improvement||3||4||2||—||—||—|
|8th||+3||Ability Score Improvement, Animus Armis||3||4||3||—||—||—|
|9th||+4||Personal Weapon Mastery||3||4||3||2||—||—|
|10th||+4||Armor with a Purpose||4||4||3||2||—||—|
|11th||+4||Personal Weapon Mastery||4||4||3||3||—||—|
|12th||+4||Ability Score Improvement, Enhanced Steel||4||4||3||3||—||—|
|14th||+5||Mind of Magic||4||4||3||3||1||—|
|15th||+5||Armor with a Purpose||4||4||3||3||2||—|
|16th||+5||Ability Score Improvement, Animus Armis||4||4||3||3||2||—|
|17th||+6||Runic Score Improvement||4||4||3||3||3||1|
|19th||+6||Ability Score Improvement, Enhanced Steel||4||4||3||3||3||2|
|20th||+6||Mind of Magic||4||4||3||3||3||2|
The Rune Knight casts spells from the wizard spell list, using Intelligence as their spell casting modifier. Spell DCs are 8 + Proficiency + Intelligence modifier.
At 1st level, the Rune Knight starts with 2 Cantrips, and 6 1st level spells. When leveling up, the Rune Knight may inscribe one new spell in its armor. It may only learn spell levels as high as its highest known slot.
The Armor is the Rune Knight's focus, and each spell it knows is inscribed into runes on the inside of the armor. Thus, spells, once learned, cannot be forgotten or overwritten.
The Rune Knight is unable to wield equipment not made of its own self. You may equip rings, capes, clothes, but armors and shields must be forged from your shards (Excess to Excalibur).
You are incapacitated while in the area of an antimagic field. If targeted by dispel magic, you must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Excess to Armaments
Your armor is always growing and replacing itself, leaving excess armor shards. This excess is dispelled from your being, but you find other uses for it.
At 1st, you can take this shard of armor and, using a bonus action, morph it into a melee weapon of your choice. This weapon is considered magical for the purpose of ignoring resistances, and does 1d8 slashing damage. This weapon has the Versatile(2d6), and Thrown(20,60) properties.
You cannot be disarmed of this weapon unless you are incapacitated. Others may wield this weapon, but you can consciously choose for it to grow spikes and damage the user for 2d4 piercing per turn. You are immune to this damage.
You may choose to remove another shard to forge another weapon at the cost of 1 AC per use. AC resets after a long rest. (The first one is free.)
As long as it is on the same plane as you, you also know its precise location at all times. The shards not forged into armaments decay during a long rest, when your AC resets.
You may look just like a set of armor, but you're reinforced by the hidden runes and innate magic in your core.
At 1st level, your AC is 10 + Con Mod + Wis Mod. This base AC increases to 11 at 8th, and 12 at 16th.
As a frontline spellcaster, you realize that it's not the smartest idea to cast ranged spells up close all the time. Knowing as much, you’ve inscribed runes in your gauntlets to aid your close-range aim.
At 2nd level, you no longer suffer disadvantage when casting a ranged spell at close range. In addition, if you can lay your hands on the target, you may cast single target ranged spells as a touch spell.
At 3rd level, the Rune Knight may choose between two different archetypes in which to develop its power- Titanium Sage or Adamantite Titan, which are detailed at the bottom of the page. These subclasses grant ablities at 3rd, 7th, 13th, and 18th levels.
Ability Score Increase
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.
Your armor is continuously evolving, in response to your ever-growing hostile environment.
Starting at 5th level, you gain an additional +1 to AC. This increases to +2 at 12th, and +3 at 19th.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Metal to Mana
You've experimented with your excess armor, and have learned to apply its runic energy to magic.
At 6th, you may use a bonus action to spend 1 AC to restore one spell slot. You may restore up to 3rd-level spell slots this way.
Your AC resets after a long rest. You may not restore more spell slots than the maximum per level as defined by the 3/4th spellcaster table.
You may use this ability an amount of times equal to your Constitution modifier before a long rest.
Runic Score Improvement
At 6th level, you gain +2 to Constitution, and +1 to Strength, or Wisdom. Your ability scores cannot increase past 20 though this method.
At 17th, +2 to an ability of your choice, or +1 to two different ability scores. Again, your scores cannot increase past 20.
Personal Weapon Mastery
After much practice, you learn to master your excess shards and the shapes they may take.
At 9th, you gain +2 to all hit and damage rolls made using your self-made weapons. At 11th this bonus becomes 3rd level.
Armor with a Purpose
You've discovered some ancient runes that bestow magical resistance into the metal it's inscribed on.
At 10th, you may choose one magical damage type to gain resistance to(Fire,Acid,Cold,Force,physic,Poison,lighting,Thunder,Necrotic,and Radiant.
You may choose another, magical resistance at 15th.
Mind of Magic
The armor isn't just adapting physically anymore. It's learning.
At 14th level, you gain proficiency with wisdom saving throws, and you may spend 2 AC to forcefully succeed on Wisdom saving throws. You also have advantage on saving throws against being charmed, frightened, or being controlled.
At 20th, you've unlocked the secrets of the spell casting magic imbued in your runes. You inscribe one final spell into your armor. This does not replace the spells you've learned upon reaching 20th. Your choices are not limited to the wizard spell list, but are still limited by your maximum spell level.
In addition, choose one signature spell of 3rd level or lower. You may cast this spell at its lowest level without expending spell slots. Casting this spell at higher spell levels still expends slots as normal.(You cannot chose animate dead as the signature spell)
As a Titanium Sage, you view your armor more as a resource for your magic, rather than protection. At 3rd level, for all offensive damage spells, you may add your proficiency modifier to the damage rolls.
- Runic Empowerment
You've chosen to focus on your magical aspects other than your physical aspects.
At 7th lvl, you no longer receive one free use of Excess to Armaments per rest. All weapons made will cost 1 AC. You now use the full spellcaster (spell slot) table. You may also inscribe three new 3 spells into your armor. And now every level henceforth, you may inscribe two spells into your armor instead of one.
- Mana-based Armor
At 13th, you may spend 2 AC to recover one spell slot up to 5th-level. You may spend 3 AC to recover one spell slot up to 7th-level. You may also restore 2 3rd level or lower spell slots for 1 AC. You may not restore more spell slots than the maximum per level as defined by the "full" spellcasting table.
- Overwhelming spell
At 18th, if an enemy would have succeeded on a spell DC check or save, you may spend 1 AC force them to fail(legendary resistance can negate this). You may use this ability three times per short rest.
You like being untouchable. You want to be even more so. Magic is nice, but survival is priority. At 3rd level, you may use Excess to Excalibur to form a shield as well. The shield's AC can not be used for Metal to Mana.
- Sunken In
When you decide to settle into a defensive stance, there aren’t many who can break past it. At 7th level, if you do not use your movement on your turn you go into a defensive stance. Meaning that all attacks made against you are done with disadvantage. In addition, if a creature tries to leave your attack range and you manage to hit them with an opportunity attack, you reduce their movement to 0. If you take the Sentinel feat, you not only reduce their speed to 0, but also make them fall prone. Furthermore, any attack or effect that knocks you prone that you make a save for, you make the save with advantage.
In order to use this ability, you must not move on your turn.
You must be wielding a shield to use this ability.
- Hostile Barrier
You might not be the heaviest hitter, but ignoring you isn’t a wise decision. At 13th level whenever an enemy steps into your Attack range, you may force them to make a strength saving throw or shove them with your shield. If they fail then their movement speed is reduced to 0 and they cannot move past you, if they succeed their movement is halved. If you additionally have the Sentinel feat, they are then knocked prone.
You must be wielding a shield to use this ability.
- Anti-Magic Master
All your experience with magic has taught you just how to deal with it to minimize its effects. At 18th level, you have advantage on all spell-caused saving throws.
You must be wielding a shield to use this ability.
In order to multiclass as a Rune Knight, you must transfer your consciousness to a magical set of armor. Good luck with that.