Runeblade (5e Subclass)
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Runeblade[edit]
Fighter Archetype
Magicians of all backgrounds and teachings learn from the beginning that the elements of nature are the most basic source of magical power. Some attune to this power, gently asking permission to use their power, others study until they can learn how to bend the nature at their will, and others have the innate power to control magical forces. Those who practice the power of runes, however, go by another route. They learn secret words of power, that can be represented by glyphs, and use those glyphs to entrap the power of nature and use at their will.
Runeblades are martial runecasters, who entrap the power of nature in their magical runes in order to infuse their signature weapon: the Runic Weapon. They engrave these magical weapons with the runes, and release this energy in powerful strikes from their weapons. The knowledge a runeblade detains is rudimentary, sure, but combined with the martial abilities they possess, it becomes a terrifying and unexpected sight on the battlefield.
Most runeblades are giants or dwarfs, since those races have a deeper connection with rune magic, and traditionally have warrior orders dedicated to maintaining the tradition by training generations after generations of runic warriors. Is not uncommon, however, that other races that have an ancient magical tradition, that can trace its roots back to the runic writing to have their own rune blade training.
- Rune Scribe
You have learned how to write runes and understand magical writings. Starting at 3rd level, you have proficiency in Arcana and with the mason's tools.
In addition, you can cast comprehend languages as a ritual. Intelligence is your spellcasting ability for this spell.
Finally, you can use spell scrolls as if that spell was part of a spell list of a spellcaster with half your Fighter level.
- Runic Weapon
At 3rd level, you learn a ritual that creates a magical bond between yourself and one melee weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can only one bonded weapon. If you attempt to bond with a second weapon, you must break the bond with the first one.
- Blade Runes
At 3rd level, your study of ancient runes have taught you how to entrap forces of nature by writing such runes and channeling trough your Runic Weapon. Select two runes from the Rune List section below.
You can engrave the chosen runes on your Runic Weapon. As a bonus action, you can activate one of the runes engraved on your runic weapon. On a hit with the runic weapon, the target suffer the rune effect, alongside with the attack's normal effects.
When you gain more levels in this class, you can add new runes to your blade, engraving a new rune at 7th, 10th, 15th and 18th levels. Additionally, when you gain fighter level, you can choose one of the engraved rune and replace it with another rune.
Finally, each rune allows you to cast a specific cantrip. Intelligence is your spellcasting ability for the rune cantrips, and you must be wielding the blade to cast those cantrips.
- Runic Power
Starting at 3rd level, your runic weapon irradiates with magical power, represented by a pool of runic dice, that you can spend to enhance the power of your runes.
- Runic Dice. You start with two runic dice, which are d10s, and you gain additional reagent dice as you gain levels in this class: 7th (3 dice), 9th (4 dice), 11th (5 dice), 13th (6 dice) and 15th (7 dice). You regain all expended reagent dice when you finish a long rest.
- Runic Empowerment. When you hit a creature with an activated rune, you can expend a number of runic dice up to your proficiency bonus. You roll the dice of the rune an additional amount of times equal to the runic dice spent.
- The damage is the same size of the runic size. For example, if you spend 2 dice to empower a mind rune, you cause 3d6 psychic damage; if you spend the same 2 dice to empower a fire rune, you cause 3d10 fire damage.
- Runic Recovery. When you use your second wind, you can spend a number of runic dice up to your proficiency bonus and add the dice to the amount of hit points you regain.
- Runic Might. You can enhance the power of your Runic Weapon briefly. As an action you can spend 1 rune dice to cause your Runic Weapon to cause additional 1d4 force damage with its strikes for 1 minute. In addition, for the duration, the Runic Weapon is considered magical.
- Life Fuel
At 7th level, you can use your own life force to empower your Runic Weapon. Over the course of a short rest, you can meditate over your runic weapon, transferring your life essence to it. You can spend any amount of hit dice to regain the same amount of runic dice when you finish the rest, up to your maximum.
- Magical Warding
Also at 7th level, while you wield your Runic Weapon, you generate an aura that protect you and your allies from the effects of magic. You and friendly creatures within 10 feet of you have a bonus equal to the amount of engraved runes on your sword on saving throws against spells.
- Runic Protection
Starting at 10th level, you can use the elemental powers contained on your runic weapon for your protection. When you finish a long rest, choose one of the runes on your Runic Weapon. Until you finish your next long rest, you gain resistance to the damage type related to that rune, if it has one.
- Runic Ward
Starting at 15th level, whenever you take damage, you cause your reaction to concentrate the runic power and create a magical ward by spending a use of your Second Wind feature. When you do so, you gain temporary hit points equal to the number rolled, instead of regaining hit points.
The damage taken is dealt to the temporary hit points, and only after reducing them to 0 it will target your hit points.
In addition, you can spend your Runic Dice to increase the amount of d10s you roll for this feature.
- Master Rune
At 18th level, you can craft your signature rune, the master rune, a engraving on the blade with your personal glyph. Engraving this rune requires 7 days of work, and the expenditure of 1000 gp in materials. You can only have one Master Rune at a time and only you can gain the Master Rune benefits. As long as you are bonded with the blade that has the engraved stone, you gain the following benefits:
- You regain your Runic Dice on a short or long rest.
- When you finish a short or a long rest, you can replace one rune you know for a rune you don't.
- You can read all languages.
- You can engrave the rune with a spell of 8th-level or lower from the sorcerer's list. Once you cast this spell, the rune is destroyed.
Rune List[edit]
The runes are presented in alphabetic order.
- Acid Rune
You cause additional 1d4 acid damage on a hit, plus 1d4 acid damage at the end of the target's next turn.
In addition, you learn the acid splash cantrip.
- Earth Rune
The ground within 10 feet of you become difficult terrain to all creatures, except for you, until the start of your next turn.
In addition, you learn the mold earth cantrip.
- Fire Rune
You cause additional 1d10 fire damage on a hit.
In addition, you learn the produce flame cantrip.
- Ice Rune
You cause additional 1d8 cold damage on a hit, and the target's movement speed is reduced by 10 feet until the end of its next turn.
In addition, you learn the ray of frost cantrip.
- Light Rune
You cause additional 1d8 radiant damage on a hit. If the target is a fined or undead, you cause 1d12 radiant damage instead.
In addition, you learn the light cantrip.
- Lighting Rune
You cause additional 1d8 lighting damage on a hit, and the target can't take reactions until the end of its next turn.
In addition, you learn the shocking grasp cantrip.
- Mind Rune
You cause additional 1d6 psychic damage on a hit, and the target has disadvantage on Concentration checks until the end of its next turn.
In addition, you learn the mind sliver cantrip.
- Necrotic Rune
You cause additional 1d8 necrotic damage on a hit, and the target can't regain hit points until the end of its turn.
In addition, you learn the chill touch cantrip.
- Thunder Rune
You cause additional 1d6 thunder damage on a hit, and all creatures in a 5-foot radius must succeed on a Constitution saving throw, or also take 1d6 thunder damage.
In addition, you learn the thunderclap cantrip.
- Vine Rune
When this rune is activated, you can make an attack against an opponent within 15 feet. On a hit, you cause additional 1d6 slashing damage, and can push the target up to 15 feet towards you.
In addition, you learn the thorn whip cantrip.
- Venom Rune
The target is poisoned until the end of your next turn.
In addition, you learn the poison spray cantrip.
- Water Rune
You invoke a stream of water, that cause additional 1d8 bludgeoning damage on a hit, and the target is pushed 10 feet back.
In addition, you learn the shape water cantrip.
- Wind Rune
When this rune is activated, you can forgo one of your attacks as part of the Attack action to transform your body into pure wind, allowing you to teleport to an unoccupied space within 30 feet.
In addition, you learn the gust cantrip.
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