Rune Warden (5e Subclass)

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Rune Warden[edit]

Fighter Subclass

In the shadow of forgotten ruins and within the silent chambers of ancient libraries, the secrets of the Rune Wardens are kept. These warriors are the bearers of a legacy as old as the mountains, stewards of a mystical craft that weaves the fabric of magic into the steel of a blade. With runes etched into their armor and weapons, they step onto the battlefield not just as fighters, but as avatars of a primal force, their very presence a testament to the power that words and symbols can hold.

The runes speak of fire and ice, of earth and air, of shadow and light. To the Rune Warden, these are not merely tales or tools but allies, summoned forth in the clash of steel and the roar of battle. Theirs is a path that bridges the divide between the martial and the arcane, a path where each rune carved is a promise of strength, a ward against darkness, and a curse upon their foes.

In the heart of combat, the Rune Warden stands tall, a conduit of ancient forces, channeling the raw essence of the universe through the tip of their blade. Around them, the air crackles with the power of the runes, each one a word in the language of creation, spoken with the intent to protect, to destroy, and to change the course of destiny itself.

This is the essence of the Rune Warden : a warrior, a scholar, and a guardian of secrets that have shaped the world. In their hands, the ancient runes awaken, as alive today as they were a thousand years ago, guiding the fate of those brave enough to wield them.

Rune Carving

Upon choosing this archetype at 3rd level, you gain the ability to inscribe ancient runes onto your gear, channeling their arcane power into your martial prowess. You learn two runes of your choice from the list of Runic Inscriptions. Each rune grants you a passive ability and an activated power. You can inscribe these runes on your weapons, armor, or even a piece of equipment. Inscribing or changing a rune requires a short rest, during which you carve the new rune with tools suitable for the item you're inscribing (such as smith's tools for armor or a weapon).

Runic Inscriptions :

Rune of Might : This rune empowers you with incredible strength.

  • Passive : You gain advantage on Strength checks and Strength saving throws.
  • Activated : As a bonus action, you can increase your size by one category, gaining advantage on Strength-based attack rolls and imposing disadvantage on attack rolls against you due to your size. This effect lasts for 1 minute and can be used once, regaining use after a long rest.

Rune of Shielding : This rune weaves a protective shield around you.

  • Passive : You gain a +1 bonus to AC.
  • Activated : As a reaction when you or a creature within 30 feet of you takes damage, you can create a shield that reduces the damage by 2d6. This shield lasts until the start of your next turn. Once used, this ability can't be used again until you finish a long rest.

Learning Additional Runes : At higher levels, you will learn more runes, each offering unique passive abilities and powerful activated effects. You can have a number of runes inscribed equal to your proficiency bonus. Changing which runes you have inscribed requires access to your Runic Toolkit and a short rest.

Rune Lore

In addition to mastering the art of Rune Carving, you delve deep into the ancient knowledge that fuels your runic power, understanding the lore and magic that make your runes potent. At 3rd level, you gain the following benefits :

  • Runic Insight : You gain proficiency in the Arcana skill. If you are already proficient in this skill, you may choose another skill proficiency in its place. This represents your deepening understanding of magical symbols, artifacts, and historical significance of runes within the world.
  • Runic Empowerment : When you activate a rune's power, you can channel the ancient magic to enhance its effect. Choose one of the following effects to apply when you activate a rune. You must finish a short or long rest before you can use this feature again.
  1. Empowered Might : When you activate a rune that enhances your physical abilities (like the Rune of Might), you can double the bonus it provides to your Strength checks and Strength saving throws for the duration of the activation.
  2. Fortified Shield : When you activate a rune that provides protection or defense (like the Rune of Shielding), the damage reduction increases by an additional 1d6, and the recipient gains a +1 bonus to AC until the start of your next turn.
  • Runic Recall : You begin to uncover the ability to tap into the residual magic of your runes, allowing for a more flexible use of their powers. Once per long rest, you can activate the empowered effect of a rune without expending the rune's daily use.
Runic Resonance

At 7th level, your connection to the runic powers deepens, allowing you to attune to the ancient energies more effectively. This connection not only enhances your ability to wield these powers but also grants you additional runes to use. You gain the following benefits :

  • Resonant Power : When you activate a rune, you can choose to make its effects resonate with an additional ally within 30 feet of you, mirroring the rune's activated effect on them as well as yourself. This mirrored effect only applies to runes that can logically and effectively target another creature. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses after a long rest.
  • Additional Runes : You learn two additional runes from the list of Runic Inscriptions, expanding your arsenal of runic abilities.

New Runic Inscriptions :

Rune of Vitality : This rune pulses with life-giving energy.

  • Passive : You gain advantage on Constitution saving throws.
  • Activated : As a bonus action, you and one ally you can see within 30 feet of you each regain hit points equal to 1d8 + your Constitution modifier. Once used, this ability can't be used again until you finish a long rest.

Rune of Celerity : This rune is imbued with the essence of swiftness and agility.

  • Passive : Your movement speed increases by 10 feet.
  • Activated : As a bonus action, you can take the Dash or Disengage action as a bonus action on your turn, and your movement does not provoke opportunity attacks until the end of the turn. Once used, this ability can't be used again until you finish a long rest.

Rune of the Storm : This rune crackles with the unleashed power of tempests.

  • Passive : You gain resistance to lightning and thunder damage.
  • Activated : As an action, you can unleash a burst of lightning energy. Each creature of your choice within 15 feet of you must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature takes 2d8 lightning damage and is pushed 10 feet away from you. On a successful save, the creature takes half damage and is not pushed. Once used, this ability can't be used again until you finish a long rest.
Rune Infusion

By 10th level, you have mastered the art of infusing your weaponry with the raw power of runes, imbuing your attacks with potent magical effects. You gain the following benefits :

  • Runic Strikes : Whenever you hit a creature with a weapon attack, you can choose to infuse that attack with the power of a rune. This choice must be made before the attack roll is made. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of this feature after you finish a short or long rest.
  • Runic Strike Options : When you use Runic Strikes, you can choose from the following options:
  1. Elemental Burst : Your weapon crackles with elemental energy as your strike inflicts additional damage of a chosen type (acid, cold, fire, lightning, or thunder) equal to your Intelligence modifier.
  2. Sundering Blow : Your weapon radiates with a destructive force as your strike ignores resistance to slashing, piercing, or bludgeoning damage.
  3. Disrupting Strike : Your weapon pulses with disruptive energy as your strike deals an additional 1d8 force damage and interrupts the concentration of a spellcaster hit by the attack, forcing them to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or lose concentration on a spell they are currently concentrating on.
  • Rune Augmentation : You can enhance the power of your Runic Strikes by expending multiple uses of Runic Strikes simultaneously. For each additional use of Runic Strikes expended, the damage dealt by your Runic Strike is increased by 1d8 (for Elemental Burst and Disrupting Strike) or ignores an additional resistance (for Sundering Blow).
Runic Mastery

At 15th level, your understanding and control over runes reach extraordinary heights, allowing you to manipulate their arcane energies with unparalleled precision and power. You gain the following benefits:

  • Enhanced Rune Carving : Your ability to inscribe runes becomes more advanced, enabling you to inscribe additional runes onto your gear. You learn three more runes from the list of Runic Inscriptions.
  • Runic Echo : When you activate a rune, you can choose to have its effects echo, prolonging the duration or repeating the effect. For activated effects that have a duration, you can extend the duration by an additional minute. For instantaneous effects, you can choose to repeat the effect at the start of your next turn. You can use Runic Echo a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses after you finish a long rest.

New Runic Inscriptions :

Rune of Shadows : This rune cloaks you in darkness and deception.

  • Passive : You gain proficiency in Stealth. If you are already proficient in Stealth, you gain expertise in it instead.
  • Activated : As a bonus action, you become invisible until the end of your next turn. You can use this ability once, regaining use after you finish a short or long rest.

Rune of Binding : This rune contains the power to restrain and control.

  • Passive : You gain advantage on checks made to grapple or restrain creatures.
  • Activated : As an action, you can attempt to magically bind a creature within 30 feet of you. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this ability can't be used again until you finish a long rest.

Rune of the Phoenix : This rune embodies the cycle of destruction and rebirth.

  • Passive : You gain resistance to fire damage and advantage on death saving throws.
  • Activated : As a reaction when you would be reduced to 0 hit points, you can instead drop to 1 hit point and release a burst of fire energy. Each creature within 10 feet of you must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier), taking 2d10 fire damage on a failed save, or half as much damage on a successful one. Once you use this ability, you can't use it again until you finish a long rest.
Runic Ascendancy

By reaching the 18th level, you have achieved a profound connection with the ancient runic energies, elevating your command of them to an almost legendary status. This transcendental understanding grants you remarkable abilities :

  • Runic Permanence : Choose two runes that you have learned. These runes are now permanently active, providing their passive benefits at all times. You select which runes to make permanent when you first gain this feature, and the decision can be changed only by undertaking a special ritual during a long rest, which requires rare materials worth at least 1,000 gold pieces.
  • Ultimate Runic Inscriptions : You learn two final, incredibly powerful runes, showcasing the pinnacle of runic magic.

New Ultimate Runic Inscriptions :

Rune of the Leviathan : This rune channels the deep, unfathomable power of the ancient leviathans, creatures said to rule the ocean's depths with unmatched might and wisdom.

  • Passive : You gain the ability to breathe underwater and gain a swimming speed equal to your walking speed. Additionally, you have resistance to cold damage.
  • Activated : As an action, you can call upon the surging force of the ocean to protect you and your allies. For 1 minute, you and up to three allies within 30 feet of you gain temporary hit points equal to 2d10 + your Constitution modifier and advantage on Strength and Constitution saving throws. Once used, this ability can't be used again until you finish a long rest.

Rune of the Cosmos : This rune captures the vast, unbridled energy of the cosmos.

  • Passive : You gain advantage on saving throws against spells and other magical effects.
  • Activated : As an action, you create a field of cosmic energy in a 30-foot radius centered on you. For 1 minute, this field grants you and your allies immunity to being frightened and gives advantage on all attack rolls, ability checks, and saving throws to creatures of your choice in the area. Once used, this ability can't be used again until you finish a long rest.
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