Runeblade (5e Class)
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Runeblade[edit]
The Runeblade is a master of both magic and melee. Using arcane runes and precision blade arts, the runeblade weaves through enemies with the power and certainty of a typhoon. Are you capable of delving into the ancient runic secrets?
Leviathan and The Terrune Calibre[edit]
Long ago, there was a great creature called Leviathan, not to be confused with the sea serpent of the same name, it was a mighty and proud creature that fought against any adversary both Light and Dark. To aid in this quest, it gifted it's knowledge and experience to mortals who would stand by its side. Gifting them the balance between swordsmanship and arcane runes, those mortals became runeblades. Time has long since passed and the Great Leviathan has all but disappeared from the worlds. But one group remains devout to Leviathan's Teachings and keep the path of the Runeblade alive; The Terrune Calibre. A reclusive order who trains under the caste leader, the Anchorite. They are the mouthpiece of Leviathan and continue its teachings. Will you pledge your blade to learn the secrets of times long passed?
Creating a Runeblade[edit]
When creating your Runeblade, ask yourself how did you learned both your rune magic and your swordsmanship skills. Have you been trained by a veteran runeblade, or did you have more than one master, that taught you all the intricacies of rune magic and blade mastery? Did you learned your abilities being instructed by an order, or have you searched by the knowledge about runes and martial technique on your own?
- Quick Build
You can make a runeblade quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity and Constitution. Second, choose the Sage background.
Class Features
As a Runeblade you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Runeblade level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Runeblade level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: Smith's tools, calligrapher's tools
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Athletics, Intimidation, Investigation, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A martial weapon or (b) Two simple weapons
- (a) A dungeoneer's pack or (b) An explorer's pack
- (a) smith's tools or (b) calligrapher's tools
Level | Proficiency Bonus |
Features | Sigil Activations | Elemental Damage | Spirit | Spirit Limit |
---|---|---|---|---|---|---|
1st | +2 | Rune Blade, Sigils (Fire) | 2 | 1d4 | - | - |
2nd | +2 | Spirit, Blade Mastery | 2 | 1d4 | 4 | 2 |
3rd | +2 | Runeblade Focus | 3 | 1d4 | 6 | 2 |
4th | +2 | Ability Score Improvement | 3 | 1d4 | 6 | 2 |
5th | +3 | Extra Attack | 3 | 1d6 | 14 | 3 |
6th | +3 | Focus Feature | 4 | 1d6 | 14 | 3 |
7th | +3 | Blink | 4 | 1d6 | 17 | 3 |
8th | +3 | Ability Score Improvement | 4 | 1d6 | 17 | 3 |
9th | +4 | Rune Balance, Sigils (Frost) | 4 | 1d6 | 27 | 5 |
10th | +4 | Elemental Potency | 4 | 1d6 | 27 | 5 |
11th | +4 | Flurry | 4 | 1d8 | 32 | 5 |
12th | +4 | Ability Score Improvement | 5 | 1d8 | 32 | 5 |
13th | +5 | Gravity Rune | 5 | 1d8 | 38 | 6 |
14th | +5 | Rune Focus | 5 | 1d8 | 38 | 6 |
15th | +5 | Focus Feature | 5 | 1d8 | 44 | 6 |
16th | +5 | Ability Score Improvement | 5 | 1d8 | 44 | 6 |
17th | +6 | Warding Rune, Sigils (Lightning) | 6 | 1d10 | 57 | 7 |
18th | +6 | Focus Feature | 6 | 1d10 | 57 | 7 |
19th | +6 | Ability Score Improvement | 6 | 1d10 | 64 | 7 |
20th | +6 | Honing Runes | Unlimited | 1d10 | 64 | 7 |
Rune Blade[edit]
Starting at 1st level, you can turn a regular sword in the eponymous runeblade. You can touch a melee weapon of your choice that lacks the heavy or the two-handed property when you finish a short or a long rest. That weapon becomes your Rune Blade, until you touch another weapon.
You can use your Intelligence modifier, rather than Strength, for attacks and damage rolls with your Runeblade.
Sigils[edit]
Starting at 1st level, you can enhance your weapons with elemental power drawn from sigils. You know the fire sigil when you gain this feature, and gain additional sigils as you gain levels in this class: frost sigil (9th level) and storm sigil (17th level).
You can activate a sigil using a bonus action, for 1 minute, you cause additional 1d4 damage with your melee weapon attacks made with melee weapon attacks. The damage type is either fire (for fire sigil), cold (for frost sigil) or lightning (for storm sigil). The additional damage increases as you gain levels in this class, as shown on the Elemental Damage column in the Runeblade table.
Once you have activated your sigils the number of times shown for your runeblade level in the Sigil Activations column of the Runeblade table, you must finish a long rest before you can do it again.
Spirit[edit]
Starting at 2nd level, you gain the ability to control magic through the use of your runeblade. Your ability to do so is determined by the amount of spirit you have.
- Spirit Features
As a runeblade, you gain the ability to merge magic and swordsmanship to perform plenty of arcane techniques. You know all spirit features described below, though your ability to access them is tied to your spirit limit. The damage caused by your spirit features is considered magical.
All spirit features are affected by your active sigils. Depending on the sigil you have currently active, the spirit feature have different effects than when you have no sigil active.
- Spirit Points
You have an internal reservoir of energy that can be devoted to the spirit features you have. This energy is represented by spirit points. The number of spirit points you have is based on your runeblade level, as shown in the Spirit column of the Runeblade table. The number shown for your level is your spirit point maximum. Your spirit point total returns to its maximum when you finish a long rest. The number of spirit points you have can’t go below 0 or over your maximum.
- Spirit Limit
Though you have access to the power of rune magic, it takes training and practice to channel that energy. There is a limit on the number of spirit points you can spend to use a spirit feature. The limit is based on your rune blade level, as shown in the Spirit Limit column of the Runeblade table. For example, as a 3rd-level runeblade, you can't use abilities that cost 3 spirit points or higher, no matter how many spirit points you have.
Blade Mastery[edit]
The teachings of the Pelgia Sect have sharpened your swordsmanship. Starting at 2nd level, you gain +2 on attack rolls with longswords, shortswords, greatswords, scimitars and rapiers.
Runeblade Focus[edit]
Starting at 3rd level, you can choose to focus either in your swordsmanship by choosing the Blade Focus; or in your rune and sigil magic by focusing on the Rune Focus. Your chosen focus give you features at 3rd level, and again at 7th, 15th and 18th levels.
Ability Score Increase[edit]
When you reach the 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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Blink[edit]
Starting at 7th level, while you have an active sigil, you can use your bonus action to teleport to an unoccupied space within 5 feet of a hostile creature you can see within 20 feet.
If there's no hostile creatures, you can teleport to an unoccupied space within 10 feet.
Rune Balance[edit]
Also at 9th level, your training allows you to partially recover some of your spiritual focus through meditation. Once a day during a short rest, you can regain an amount of spirit points equal to twice your proficiency bonus.
In addition, you have advantage on your Intelligence checks while you have at least 1 spirit point.
Elemental Potency[edit]
When you reach the 10th level, you are able to amplify the power of your runes. While you have an active sigil, you can use your bonus action to empower that sigil. Until the end of your turn, whenever you roll a 1 or 2 when rolling your Elemental Die, you can reroll that die. You must use the new result.
Flurry[edit]
At 11th level, while wielding your runeblade, you can use an Action to unleash a flurry of strikes. You can make a number of attacks equal to your proficiency bonus, and each attack must be made against a different target within 5 feet.
In addition, when you use flurry while your Sigils are active, you gain additional properties depending on the chosen sigil:
- Flame
The reach of your flurry becomes 10 feet, and the attacks cause fire damage rather than your sword's damage. In addition, each creature you hit take additional damage equal to the Elemental Damage die in the end of their next turn, unless they use an Action to put out the flames.
- Frost
The reach of your flurry becomes 15 feet, and the attacks cause cold damage rather than your sword's damage.
- Storm
The reach of your flurry becomes 10 feet, and the attacks cause lightning damage rather than your sword's damage. In addition, each creature hit by the attack must succeed on a Constitution saving throw against a DC of 10, or they are stunned until the end of your next turn.
Gravity Rune[edit]
At 13th level, you can use an Action to summon a rune in a unoccupied placed in the ground you can see within 30 feet, or on the space occupied by you. All hostile creatures in a 20-foot radius of the rune must succeed on a Strength saving throw, or a pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible
Whenever you use Gravity Rune as an Action, you can use a Spirit Feature that requires an action using a bonus action.
Rune Focus[edit]
The teachings of the Jibricia Sect unlock the power of your rune magic. At 14th level, you gain the following benefits depending on your active sigil:
- Flame Sigil
While the flame sigil is active, whenever you start your turn under half your maximum hit points, you can roll your Elemental Die + your Intelligence modifier and regain hit points equal to the number rolled.
- Frost Sigil
While frost sigil is active, you gain temporary hit points equal to your Elemental Die at the start of each of your turns.
- Storm Sigil
While the storm sigil is active, your movement speed increases by 10 feet. Whenever you are hit by an attack, you can roll your Elemental Die as a reaction and add the number rolled to your AC, potentially causing that attack to miss.
Warding Rune[edit]
When you reach the 17th level, you are able to conjure a magical shield that protect you from harm using your Bonus Action. The shield give you resistance to non-magical slashing, piercing and bludgeoning damage, and against the damage from spells until the end of your next turn. In addition, the sigil grants you an additional benefit depending on your currently active sigil:
- Flame
The rune also give you resistance to fire. In addition, enemies within 10 feet must succeed on a Constitution saving throw or take fire damage equal to your Elemental Damage die.
- Frost
The rune also give you resistance to fire. In addition, you gain temporary hit points equal to your Elemental Damage die until the end of your next turn.
- Storm
The rune also give you resistance to lightning. In addition, you can make a spirit ranged attack against a creature within 30 feet, causing damage equal to your Elemental Damage die + your Intelligence modifier.
Honing Rune[edit]
When you reach the 20th level, you achieve completely master over runes, learning the Honing Rune. As an Action, you cover each unoccupied space of 5-foot square within 5 feet of you with a rune.
Any friendly creature can use an Use an Object action to touch the rune, to hone their abilities, thus consuming the rune. Doing so allows that creature to score critical hits on a roll of 18-20 for the next 10 minutes.
When you use this action, your critical hit increases in 19-20 for the next 10 minutes, or 17-20 if you touch the rune.
Once you use this feature, you can't do it again until you finish a short or a long rest.
Spirit Features[edit]
Echoing Blade[edit]
While wielding a sword, as an Action, you can spend 2 spirit to summon echoes of your blade in a circle surrounding you. All creatures of your choice in a 10-foot radius must succeed on a Dexterity saving throw, or take 1d6 damage from the weapon's type, or half as much on a success. You can spend additional points to increase the damage in 1d6 per additional point spent.
- Flame
The blades summoned are made out of fire. The damage type caused by this ability is fire, and increases by 2d6 (to a total of 3d6).
- Frost
The blades summoned are made out of ice. The damage type caused by this ability is cold, and increases by 1d6 (to a total of 2d6). The ability targets a 15-foot radius around you and any creature that fails the save have its movement speed halved until the end of its next turn.
- Storm
The blades summoned are made out of lightning. The damage type caused by this ability is lightning, and increases by 1d6 (to a total of 2d6). In addition, any creature that fails the save is also hit by an lighting bolt, taking additional 1d12 lightning damage.
Whirling Blades[edit]
As an action, you can spend 3 spirit to hurl three arcane blades against the closest hostile creature within 30 feet. Make three ranged spirit attacks. On a hit, each attack causes 1d6 piercing damage. You can spend additional points to increase the amount of arcane blades thrown in 1 per additional point spent.
- Flame
The blades summoned are made out of fire. The damage type caused by this ability is fire. In addition, any creature in a 5-foot by 30-foot line coming from you towards the target must succeed on a Constitution saving throw, or take 1d6 fire damage and catches fire. The creature takes additional 1d6 fire in each of its turns, until it uses an Action to douse the flames, another creature use its action or the creature enters in water.
- Frost
The blades summoned are made out of ice. The damage type caused by this ability is cold. In addition, on impact, the blades explode, forcing all creatures within 10 feet of the impact point to make a Dexterity saving throw, or take 2d6 cold damage, and have their movement speed reduced in 10 feet until the end of your next turn. On a failed save they take half the damage. The target fails the save automatically.
- Storm
The blades summoned are made out of lightning. The damage type caused by this ability is lightning. On a hit, each of the blades bounce towards another creature within 10 feet of your target, allowing you to make another attack against that target. They can bounce against the same or different targets.
Impact[edit]
As an action, you can spend 5 spirit to drive your blade into the ground, creating a shock wave that forces all creatures within 10 feet to make a Strength saving throw, or take 3d8 bludgeoning damage and are knocked prone. You also become immune to being shoved or moved against your will until the start of your next turn. You can spend additional spirit to increase the damage by 1d8 and the area by 5 feet per point spent.
- Flame
The impact causes a shockwave of flames. The ability causes fire damage, instead of bludgeoning. In addition, from the point of impact, a flame pillar spills fire in the same area, forcing any other creature within 10 feet to make a Dexterity saving throw or take 2d8 fire damage (or 4d8 if prone), or half as much on a success.
- Frost
The impact causes a shockwave of frost. The ability causes cold damage, instead of bludgeoning. The ability also causes +3d8 cold damage (to a total of 6d8). In addition, any creature within 5 feet that fails the save is hit by shards of ice, that force them to make a Dexterity saving throw, or take 2d8 piercing damage (or half as much on a success).
- Storm
The impact causes a shockwave of electricity. The ability causes lightning damage, instead of bludgeoning. In addition, for the next minute, once in each of your turns, you can use your bonus action to hurl lightning against a creature within 120 feet. That creature must succeed on a Dexterity saving throw, or take 2d12 lightning damage. You can hurl lightning six times.
Illusory Blades[edit]
As an action, you can spend up to 6 spirit points to summon arcane blades that hover around you. You summon 1 spirit blade by spending 2 spirit points, plus 1 blade for each point spent after the first 2.
Once in each of your turns, without using an action, you can hurl one blade towards it. You force that creature to make a Dexterity saving throw, causing 2d10 force damage on a hit, and that blade vanishes. On a miss, you cause no damage and the blade remains summoned.
When you complete a rest or use this feature again, all remaining blades disappear.
Blade Chasm[edit]
As an action, you can spend 7 spirit points to move up to 30 feet in a straight line without provoking opportunity attacks and hit the ground, splitting it in too and opening a chasm. Any creature in your path doesn't hinder your movement and take 2d10 damage from your weapon's type. If you end your movement in a occupied space, the creature occupying it is pushed towards the closest empty space available.
In addition, when you open the chasm, a explosion project shards towards nearby creatures, forcing all hostile creatures in a 5-foot radius to make a saving throw, or take 2d10 bludgeoning damage, or half as much on a success.
- Flame
The charge causes fire damage. Flames erupt from the ground in the path you moved, lasting for 1 minute. Any other creature that enter in the area for the first time or start is turn there takes 2d10 fire damage.
- Frost
The charge causes cold damage. Shards of ice explode from the chasm after you hit the ground. The radius of the split increases to 20-foot, and cause additional 2d10 cold damage.
- Storm
The charge causes lightning damage. Lightning bolts trail behind you after you move, forcing creatures in the area to make a Dexterity saving throw, or take 4d10 lightning damage.
Runeblade Focus Options[edit]
Blade Focus[edit]
Runeblades who decide to focus on blade mastery are eximious swordsman, who master the martial use of the Rune Blade, using the sigil activation to enhance their natural abilities, enhancing their movement and combat prowess.
- Elemental Swordsmanship
Starting at 3rd level, you master a special fighting style that elevates your sigil powers with impressive blade flourishes. When you have your sigil active, you can use its correspondent swordsmanship style below:
- Flame. When you hit a creature with the runeblade, a explosion pushes the target 10 feet back.
- Frost. When you hit a creature with the runeblade, frost covers it, reducing its speed is reduced by 10 feet until the start of your next turn.
- Storm. When you hit a creature with the runeblade, that creature can't take reactions until the end of your next turn.
- Elemental Footwork
At 6th level, the elemental power of your sigils can boost your mobility. You gain the following benefits, depending on your current active sigil:
- Flame. You gain a flying speed equal to your movement speed. You must end your turn on the ground, or else you fall. In addition, if you Dash, all creatures within 10 feet of you must succeed on a Dexterity saving throw, or take fire damage equal to two rolls of your Elemental Die.
- Frost. You can walk on the surface of the water is it were solid ground. In addition, your steps leave a trail of ice behind: once per turn, you can move 10 feet in a straight line, covering that section of the ground in ice until the end of your next turn. When you do so, that area is difficult terrain to creatures other than you, and any creature that walks on it must succeed on a Dexterity save, or knocked prone.
- Storm. You can take the Dash and Disengage actions using a bonus action. When you activate the storm sigil, you can also can also choose to benefit from one of those actions. In addition, whenever you Dash or Disengage, any creature within 5 feet of you can't take reactions until the start of their next turn.
- Defensive Maneuvers
At 15th level, you can use your sigil activation in a defensive manner. You gain the following benefits, depending on your current active sigil:
- Flame. When you are hit by an attack from a creature within 10 feet, you can force a creature to make a Dexterity saving throw, or take fire damage equal to two rolls of your Elemental Die.
- Frost. You create a cover of ice around you with a blade sweep. As a reaction when you take bludgeoning, slashing, piercing or fire damage, you can halve the damage taken.
- Storm. You can quickly move from a place to another as a lightning bolt. When you are hit by an attack, you can use your reaction to teleport to an unoccupied place you can see within 30 feet.
- Double Activation
When you reach the 18th level, you can spend two uses of your sigils to activate two sigils at once. When you do so, you gain all the benefits related to activating the two chosen sigils.
Once you do it, you can't do it again until you finish a long rest.
Rune Focus[edit]
Runeblades that focus in rune magic are able to explore in the fullest the powers contained inside the sigils they wield. They are able to cast spells through the use of active sigils, and know how to seamlessly merge magic and swordsmanship, turning them in extremely dangerous opponents.
- Sigil Conjuration
Starting at 3rd level, when you activate a rune, you are able to cast a spell related to your chosen rune. The spell is cast at a level equal to your proficiency bonus -1. Once you cast a spell, your sigil is deactivated. The spell uses your spirit attack bonus and spirit save DC.
- Flame Spells.' burning hands (3rd), scorching ray (7th), fireball (9th), fire shield (13th) and immolation (17th).
- Frost Spells.' ice knife (3rd), snilloc’s snowball swarm (7th), sleet storm (9th), ice storm (13th) and cone of cold (17th).
- Storm Spells.' witch bolt (3rd), shatter (7th), lightning bolt (9th), storm sphere (13th) and destructive wave (17th).
You can use the Rune Blade as a spellcasting focus for your Sigil Conjuration spells.
- Agile Casting
When you reach the 6th level, whenever you use a Spirit Feature or cast a Sigil Conjuration spell using an Action, you can make an attack with the runeblade using a bonus action.
- Rune Mastery
By 15th level, you gain an enhanced control over your rune features, and gain the following benefits:
- You gain resistance to cold, fire and lightning damage.
- You can cast Glyph of Warding twice, without expending a spell slot, without preparing the spell, and without providing the material component. Once you spend all uses of this feature, you can't cast that spell with it again until you finish a long rest.
- Superior Sigil Magic
At 18th level, you are able to cast any spell of 6th-level or lower that causes either cold, fire or lightning damage (and no other damage) once, without spending spell slots or material components. Once you do so, you can't do it again util you finish a long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Runeblade class, you must meet these prerequisites: 13 Strength and 13 Intelligence
Proficiencies. When you multiclass into the Runeblade class, you gain the following proficiencies: Simple weapons, martial weapons, light armor.
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