Rune Master (5e Class)
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- 1 A Rune Master in the making
- 1.1 Creating a Rune Master
- 1.2 Class Features
- 2 Runic Specialties
- 3 Runes
A Rune Master in the making
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
- 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.
As a Rune Master you gain the following class features.
- Hit Points
Armor: Light, Medium, Shields
Weapons: Simple, Martial
Saving Throws: Intelligence, Dexterity
Skills: Choose two from; Arcana, Insight, Investigation, Medicine, Nature, Perception
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.
|Features||Runes Known||Arcanon Points|
|1st||+2||Rune Making, Runic Speciality||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|
|8th||+3||Ability Score Improvement||4||4+Int|
|9th||+4||Runic Speciality Feature||5||5+Int|
|12th||+4||Ability Score Improvement||6||6+Int|
|13th||+5||Runic Speciality Feature||6||7+Int|
|16th||+5||Ability Score Improvement||7||8+Int|
|18th||+6||Runic Speciality Feature||8||9+Int|
|19th||+6||Ability Score Improvement||8||10+Int|
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.
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
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.
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.
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
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.
At 6th Level, you gain one of the following Runes:
At 11th Level, you gain one of the following Runes:
At 15th Level, you gain one of the following Runes:
Runes learned through this Feature are not counted against the amount of Runes Learned
At 7th level, You can attack twice instead of once when you take the attack action
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.
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.
At 17th Level,
At 20th Level,
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.
Enchanters Focus more on Semi-Permanent Buffs than its counterparts, they find strength in helping others through enchantments
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.
Quick, Flashy, and powerful, An Invoker controls the battle field using powerful and varied runes to their fullest extent
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.
At 5th level,
At 9th level,
At 13th Level,
At 18th level,
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.
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.
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.
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: