Rune Master (5e Subclass)

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Rune Master[edit]

Fighter Subclass

Odin has gifted mortals with the runes of power, inscriptions that, when inscribed by someone with the proper knowledge of its power, can be used to imbue the inscribed object with magic. Runic warriors are fighters that use the power of runecrafting to infuse weapons and armors, using their magical power in battles.

Rune Inscribing

Starting at 3rd level, you gain proficiency with the woodcarver's tools and mason's tools, if you don't already have it.

In addition, you learn how to cast a weaker version of comprehend languages. This version can only be cast as a ritual, and allow you only to understand written languages.

Rune Smithing

At the 3rd level, you learn how to unlock the magical powers contained inside the runes.

Runes Known. You discover the power of two runes of the list below, learning two additional ones at 7th, 15th and 18th levels.
Inscribing and Activating Runes. Whenever you finish a short or a long rest, you can choose one of your known runes to inscribe and channel its power. You can inscribe the rune in a tool, weapon, armor or shield, and must carry the inscribed item to use the rune power. The rune remain inscribed until you use this feature again. While the rune is inscribed, you gain its benefits. You can have a single rune active at the same time. You can active more runes as you gain levels in this class: two runes active at the same time at 7th level, three at 15th level and four at 18th level.
Rune DC. 8 + your proficiency bonus + your Wisdom modifier.
Share Runes

At 7th level, you can share the power of your runes. Any creature of your choice that carry a tool, weapon, armor or shield inscribed with your runes is capable of activating it.

Lesser Runes

Also at 10th level, you learn how to inscribe lesser runes to enhance the properties of an armor, weapon or shield. Whenever you finish a long rest, choose a number of objects equal to your Wisdom modifier to inscribe. The magic of the inscribed objects ends when you finish a long rest.

The inscribed objects gain the following benefits:

Weapon. While inscribed, this weapon have a bonus equal to +1 to its attacks and damage rolls. These bonus wear out after a number of successful attacks equal to half your level in this class (rounded down). The last successful attack deals additional 1d6 force damage and the rune is deactivated.
Shield. The shield gain a pool of d6's equal to your proficiency bonus. Whenever a creature is hit by an attack while wielding this shield, it can spend any amount of dice of this pool and add to its AC as a reaction, potentially causing that attack to miss.
Armor. While inscribed, this armor grants a bonus equal to +1 to your AC. After the wearer takes damage from a number of attacks equal to half your level in this class (rounded down), the magic ends on the armor. The last successful attack have its damage reduced in 1d6.
Magic Explosion

Starting at 15th level, whenever you hit a creature with a weapon inscribed with a rune, you can use your bonus action to cause that rune to glow and explode with magic. That creature takes force damage equal to the damage of the weapon, without modifiers.

Thunderstone

At 18th level,when you finish a long rest, you can carve a rock with special runes and infuse it with magical power creating a Thunderstone. When you finish the long rest, the thunderstone is created and you lose a hit dice.

While you wear the thunderstone, you are resistant to lightning and thunder damage. You can fling the thunder stone on a place within 120 feet of you, forcing all creatures within 60 feet of the point of impact to make a Dexterity saving throw. On a failed save, they take 4d8 lighting damage plus 4d8 thunder damage, are knocked prone and become stunned until the start of your next turn and deafened for 1 minute. On a success, the creatures take half damage and no extra effect. Any object, structure or construct in the area take twice the damage.

Rune List[edit]

Algiz (Protection)

As a reaction when you take damage, you can conjure a intangible ward around you, that protects you from harm. You gain a number of temporary hit points equal to 1d10 + your Wisdom modifier, that lasts for 1 hour. The triggering damage reduces these temporary hit points, instead of your hit points. The damage reduction dice increase to 2d10 at 5th level, 3d10 at 11th level and 4d10 at 17th level.

Ansuz (God)

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Berkano (Sanctuary)

Whenever a hostile creature enter a space within 10 feet of you for the first time, you can use your reaction to force the creature to make a Wisdom saving throw or its movement is reduced to 0 and it can't target any creature inside the area with an attack or force any creature in the area to make a saving throw. After a success or a fail, the creature targeted by this feature is immune to its effects for the next 24 hours.

Dagaz (Daylight)

The inscribed object will shine very brightly blinding enemies or showing the way. You can conjure light on the inscribed object. Whenever you cast light in that manner, all creatures within 5 feet of you on the moment you cast it must succeed on a Dexterity saving throw, or be blinded until the end of your next turn.

Ehwaz (Horse)

You are immune to the effects of extreme cold and heat, and have advantage on saving throws against being exhausted. In addition, you count as one size larger to determine your carrying capacity and the weight you can push, drag or lift.

Isa (Ice)

You can infuse your strikes with magical frost. When you hit a creature with a melee weapon, you can choose to deal cold damage, instead of the weapon's normal damage, and half the target's speed until the end of your next turn. The target's speed can't be reduced again while this effect is still active.

Ihwaz (Yggdrasil)

You are immune to disease. In addition, when you are reduced to 0 hit points, you can choose to be reduced to 1 hit point instead. Doing so deactivate the rune until you finish a long rest.

Jera (Harvest)

When you take the attack action, you can choose to cause necrotic damage, instead of the regular damage for that weapon. Then, when you cause damage, you can use your reaction to regain the same amount of hit points than the damage dealt. You can use this rune twice, regaining its uses after a short or a long rest.

Hagalaz (Hail)

You can make two ranged attacks (with ranged or thrown weapons) instead of one when you make an attack. You don't add your ability modifier to the damage of these attacks.

Kenaz (Torch)

When a creature within 5 feet of you hits you with an attack or start its turn engaged in a grapple with you, you can use your reaction to cause fire damage equal to your Wisdom modifier (minimum 1).

Laguz (Water)

You can breathe underwater and gain swimming speed of 30 feet.

Mannaz (Mankind)

You can take the help action as a bonus action on your turn.

Odal (Inheritance)

You have advantage on Charisma (Persuasion) checks against creatures able to see you.

Perthro (Fate)

When you fail a saving throw, ability check or attack roll, you can use your reaction to reroll the result on a failure. Once you use this rune, you can't do it again until you finish a long rest.

Raido (Journey)

You ignore non-magical difficult terrain, and have a climbing speed of 30 feet.

Sowilo (Sun)

Whenever you use a Fighter feature that requires activation (Action Surge, Second Wind, Indomitable), you can choose to let your body glimmer with the power of the sun until the end of your next turn. You shed bright light for 10 feet and dim light for another 10 feet. The bright light is considered daylight. Any hostile creature that moves to the area within the bright light or start its turn there take radiant damage equal to your Wisdom modifier.

Tiwaz (Justice)

You gain advantage on Wisdom (Insight) checks. In addition, whenever a creature within 5 feet of you is hit by an attack, you can use your reaction to take the attack in its place.

Thurs (Giant)

You can attempt to grapple creatures up to two sizes larger than you. In addition, you have advantage on Strength checks.

Thurisaz (Lightning)

You can replace any attack you can make on your turn to force a creature to make a Dexterity saving throw. On a failed save, that creature takes 2d4 lightning damage, or half as much on a success. The damage increases to 2d6 at 11th level.

Uruz (Ox)

If you move at least 20 feet in a straight line before hitting a a creature with a melee attack, you can force the target to make a Strength saving throw or be knocked prone.

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