Runic Knight (5e Class)
From D&D Wiki
- 1 Class Features
- 2 Multiclassing
As a Runic Knight you gain the following class features.
- Hit Points
Armor: light armor, medium armor, shields
Weapons: clubs, daggers, light hammers, maces, quarterstaves, darts, greatswords, longswords, rapiers, scimitars, shortswords, whips
Saving Throws: Strength, Intelligence
Skills: Choose two from Acrobatics, Athletics, Arcana, History, Insight, Investigation, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple weapon and a martial weapon or (b) two simple weapons or (c) two martial weapons
- (a) a chain shirt and a shield or (b) leather armor and a shield
- (a) an explorer's pack or (b) a scholar's pack
- If you are using starting wealth, you have If you are using a starting wealth, you have 5d4 x 10 gp in funds. in funds.
|—Spell Slots per Spell Level—|
|2nd||+2||Spellcasting, Dual Cast||2||2||2||—||—||—||—|
|4th||+2||Ability Score Improvement||3||3||3||—||—||—||—|
|8th||+3||Ability Score Improvement||3||5||4||3||—||—||—|
|11th||+4||Extra Attack, Heavy Armor Proficiency||4||7||4||3||3||—||—|
|12th||+4||Ability Score Improvement||4||7||4||3||3||—||—|
|15th||+5||Improved War Magic||4||9||4||3||3||2||—|
|16th||+5||Ability Score Improvement||4||9||4||3||3||2||—|
|18th||+6||Improved Dual Cast||4||10||4||3||3||3||1|
|19th||+6||Ability Score Improvement||4||11||4||3||3||3||2|
You have a limited well of mana that you can draw on to heal your wounds. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Runic Knight level. Once you use this feature, you must finish a short or long rest before you can use it again.
At the 2nd level, this class uses Wizard and Cleric spells and uses intelligence to cast them. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard or cleric spell you cast and when making an attack roll with one.
Beginning at 2nd level, when you use your action to cast a cantrip, you can cast a different cantrip as a bonus action.
Starting at the 3rd level, when an enemy creature casts any spell, you can use this action to regain the highest, depleted spell slot on your spell table. This action can only be used as a reaction.
Once you use this feature, you must finish a long rest before you can use it again. The number of times you can this feature before a long rest increases to two when you reach the 11th level and three when you reach the 17th level, but only once on the same turn.
Ability Score Increase
When you reach 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 cannot increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Beginning at 7th level, when you use your action to cast a cantrip or a spell, you can make one weapon attack as a bonus action.
Beginning at 9th level, you harness beneficial magics to create a magical force around yourself, increasing your AC by 1.
At 10th level, before an action, you gain the ability to teleport up to 30 feet to an unoccupied space you can see. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
The number of attacks increases to four when you reach 20th level in this class.
Heavy Armor Proficiency
Beginning at 11th level, you'll be able to equip heavy armor without consequence.
Improved War Magic
Starting at 15th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Improved Dual Cast
Beginning at 18th level, when you use your action to cast a cantrip or spell, you can cast one cantrip or spell as a bonus action.
At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.
Proficiencies. When you multiclass into the Runic Knight class, you gain the following proficiencies: light armor, medium armor, shields, clubs, daggers, light hammers, maces, quarterstaves, darts, greatswords, longswords, rapiers, scimitars, shortswords, whips