Rune Master (5e Class)

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A Rune Master in the making[edit]

A Rune Master is a versatile user of both Ancient Magic and Martial Arts, with a focus on Buffing Themselves and Allies with powerful Runes and Sigils. Whether it a Massive Explosion or a simple Weapon Enchantment, you can trust in a Rune Master.

Creating a Rune Master[edit]

Quick Build

You can make a Rune Master quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Dexterity. Second, choose the Sage background.

Class Features

As a Rune Master you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium, Shields
Weapons: Simple, Martial
Tools: None
Saving Throws: Intelligence, Dexterity
Skills: Choose two from; Arcana, Insight, Investigation, Medicine, Nature, Perception

Equipment

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

  • (a) Martial Weapon or (b) 2 Simple Weapons
  • (a) Leather Armor, Shortbow, 20 Arrows or (b) Breastplate, Shield
  • (a) Explorer's Pack or (b) Scholar's Pack
  • If you are using starting wealth, you have 4d4x10 Gp in funds.

Table: The Rune Master

Level Proficiency
Bonus
Features Runes Known Arcanon Points
1st +2 Rune Making, Runic Speciality 2 1+Int
2nd +2 Fighting Style 2 1+Int
3rd +2 Runic Recovery, Combicast 3 2+Int
4th +2 Ability Score Improvement 3 2+Int
5th +3 Runic Speciality Feature 3 3+Int
6th +3 Sigil Discovery 4 3+Int
7th +3 Extra Attack 4 4+Int
8th +3 Ability Score Improvement 4 4+Int
9th +4 Runic Speciality Feature 5 5+Int
10th +4 Scholarly Wisdom 5 5+Int
11th +4 Sigil Discovery 5 6+Int
12th +4 Ability Score Improvement 6 6+Int
13th +5 Runic Speciality Feature 6 7+Int
14th +5 Quick Thinker 6 7+Int
15th +5 Sigil Discovery 7 8+Int
16th +5 Ability Score Improvement 7 8+Int
17th +6 Master Scribe 7 9+Int
18th +6 Runic Speciality Feature 8 9+Int
19th +6 Ability Score Improvement 8 10+Int
20th +6 Ancient Saint 9 10+Int

Rune Making[edit]

At 1st Level, Rune Masters have access to Runes, they use up a resource called Rune Slots. You need at least one free hand and have to be touching your target to use runes.

Arcanon Points What is consumed when creating Runes. You have Intelligence + Your Level/2 Arcanon Points. They fully restore themselves at the end of a long rest.

Rune Tiers There are 3 Tiers of Runes; Basic, Advanced, And Masterwork. these Runes are separated by Arcanon cost.

  • List Item Basic Rune cost no Arcanon, and are the Rune Masters equivalent to a mages Cantrips.
  • List Item Advanced Runes are by far the most common and varied.
  • List Item Masterwork Runes are the highest form of Runes, granted by the Ancient Magic itself. Thus, It is up to the Game Master(GM) to decide the specifics of the Rune and when you get it.

Runic Speciality[edit]

At 1st level, you chose a Runic Speciality. Choose between Rune Warrior, Enchanter And Invoker, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 5th, 9th, 13th, and 18th Level

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of Styles. You can't take the same Fighting Style more than once if you have the option to choose again

Defense While you are wearing armor, you gain a +1 bonus to AC.

Dueling When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Careful Fighting If you land a attack on a foe, they cannot make attack of opportunity on you until your next action

Arcanon Conservator Runes cost 1 less Arcanon to use.

Runic Recovery[edit]

At 3rd Level, at the end of Combat, if you have less than half of your Arcanon left, Recover 1 Arcanon.

This increases to 2 at 6th level, 3 at 11th level, and 4 at 15th level.

Combicast[edit]

At 3rd level, you can combine effects from a different Rune into a rune you cast, the Second run costs half of what it normally does, you cannot Combicast using Basic Runes. The second rune is not affected by Arcanon Convervator.

Ability Score Increase[edit]

At 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.

Sigil Discovery[edit]

At 6th Level, you gain one of the following Runes:

  • Armaments
  • Boost
  • Anchor

At 11th Level, you gain one of the following Runes:

  • Echo
  • Invigorate
  • Storm

At 15th Level, you gain one of the following Runes:

  • Edge
  • Creation
  • Apocalypse

Runes learned through this Feature are not counted against the amount of Runes Learned

Extra Attack[edit]

At 7th level, You can attack twice instead of once when you take the attack action

Scholarly Wisdom[edit]

At 10th level, You acquire proficiency in Arcana, and if you already have one, you gain Expertise in Arcana. You also gain the ability to read and write Ancient Draconic, Or the Language of Ancient Magic. Finally, You have advantage on any Arcana, Investigation, or History Check relating to Written Magic.

Quick Thinker[edit]

At 14th Level, as a reaction, you may use a Rune. once you do so, you cant do it again until you finish a long rest.

Master Combinist[edit]

At 17th Level,

(Placeholder)[edit]

At 20th Level,

Runic Specialties[edit]

Rune Warrior[edit]

This Subclass has mastered the Art of Blending Ancient Magic with Martial Prowess

Rune Channeling

When you chose this Speciality at level 1, You can use a Weapon instead of an empty hand to create Runes to create Runes.

Arcanon Overflow

At 5th level, Once per turn, when you use a Rune, You gain 5 Temp Hp

Soul Bladed

At 9th level, You add your Intelligence Modifier to Melee attacks made with a weapon, and they count as magical to overcome resistances.

Extra Attack

At 13th level, you can Attack thrice, instead of twice, whenever you take the Attack action on Your Turn.

Runic Body

At 18th Level, your Body is now composed of more Magic than Material, After a long rest, you may roll Hit Die up to your Intelligence Modifier, you gain that many Temporary Hit Points until the end of your next long rest. This effect Stacks with Arcanon Overflow.

Enchanter[edit]

Enchanters Focus more on Semi-Permanent Buffs than its counterparts, they find strength in helping others through enchantments

Engraving

When You choose this Speciality at 1st Level, once per day, your can spent an hour applying a Rune of your choice to an Item, and that Item can be used to cast that rune for free by you until you dispel it or engrave a different Item. This item loses its effects after it getting more than 100ft or more away from you. This Item takes up a Attunement Slot. This Item cannot Combicast.

Sharing the Mantle

At 5th level, your Allies can use Items you Engraved.

Runic Delayed Reaction

At 9th level, You can stall the effects of your runes for up to 5 minutes, or until a a certain criteria is met.

Magical flow

At 13th Level, Weapons that you have Engraved are treated as +1 Weapons for all intents and purposes, and can be used as a Arcane Focus for Magic Users.

True Enchant

At 18th level, Items that you have Engraved no longer require Attunement, and Do not lose their Engraving if they leave within 100ft of you or if you Engrave a different item.

Invoker[edit]

Quick, Flashy, and powerful, An Invoker controls the battle field using powerful and varied runes to their fullest extent

(Placeholder)

When you choose this this Speciality at 1st Level, You gain the ability to Create Rune up to 30ft away in a place you can see. At 11th Level, this range Increases to 60ft.

(Placeholder)

At 5th level,

(Placeholder)

At 9th level,

(Placeholder)

At 13th Level,

(Placeholder

At 18th level,

Runes[edit]

Basic[edit]

Nail[edit]

Prerequisites: None

Base: This Rune is used on yourself, as a bonus action, it summons a Dagger to your hand for 1 Minute. This Dagger can not benefit from Proficiency and is non-magical. At 5th level, This Dagger does 2d4 damage instead of 1d4, at 11th level it does 3d4, and at 17th it does 4d4.

Asteroid[edit]

Prerequisites: Invoker

Base: This rune sends out small cubes at high speeds at the opponent. As an Action, you can fire a cube that does 1d4+2 Force damage, this attack has a range of 30ft. As a bonus action, you can prepare a cube that is consumed the next time you use Asteroid that does an additional 1d4+2 damage. You can save up to 1 cube. at 5th Level, the cube maximum is increased to 2, at 11th level it is increased to 3, and at 17th level it increases to 4.

Advanced[edit]

Meteor[edit]

Prerequisites: 5th Level, Asteroid Rune, Invoker

Arcanon Cost: 3

Base:You can Activate this Run if you have 4 or more Asteroids Prepared. All of your Asteroids are Consumed, and you create a Meteor. A Meteor does 4d8 Force Damage and has a range of 20ft.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Master class, you must meet these prerequisites: 13 Intelligence

Proficiencies. When you multiclass into the Rune Master class, you gain the following proficiencies:

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