War's Champion: Runes (5e Other)

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Blades of Chaos: Runes[edit]

Runes - Normal Attacks
  • Cyclone of Chaos – All creatures within 15 feet of you must make a Dexterity saving throw, suffering 1d8+Strength modifier slashing damage and 1d4 fire damage on a failed save or half as much on a success.
  • Nemean Crush – All creatures on a 15-foot long, 5-foot wide line from you must make a Dexterity saving throw, suffering 1d8+Strength modifier slashing damage and 3d4 fire damage on a failed save, or half as much on a success.
  • Rampage of the Furies – Make three attacks with the Blades of Chaos against one creature within range. If the final attack hits, all creatures within 5 feet of the target must make a Dexterity saving throw, suffering 1d4 fire damage on a failed save.
  • Rage of the Titans – You leap up to half your movement speed towards one creature, during which you ignore difficult terrain and can’t be targeted by opportunity attacks, then make two attacks against it with the Blades of Chaos. If one or more of these attacks hit, the creature must succeed on a Strength saving throw or be pushed 10 feet directly away from you.
  • Icarus Storm – You draw your blades close, surging forward and slashing open a path. Move 15 feet in a straight line. During this movement, you can’t be targeted by opportunity attacks, and you may move through spaces occupied by other creatures. Each creature occupying a space that you move through must make a Dexterity saving throw or suffer 1d8+Strength modifier slashing damage and 1d4 fire damage, or half as much on a failed save.
  • Wrath of Artemis – All creatures within a 10 foot cone from you must make a Dexterity saving throw, suffering 1d8+Strength modifier slashing damage and 1d4 fire damage, and being pushed back 10 feet on a failed save, or suffering half as much damage on a success.
  • Blast of Hephaestus – All creatures within a 10 foot cone from you must make a Dexterity saving throw, suffering 4d8 fire damage on a failed save, or half as much on a success.
  • Spartan Charge – You rush forward surrounded by fire magic, slamming into an enemy. Move up to your normal movement speed towards a creature, during which you can’t be targeted by opportunity attacks, then make an attack against that creature with the Blades of Chaos. On a hit, the attack deals an additional 3d4 fire damage, and the creature must succeed on a Strength saving throw or be knocked prone.
Runes - Heavy Attacks
  • Tartarus Rage – You bring each of your blades down one after the other, for two explosions of flame. Each creature within a 5-foot radius sphere, centred on a point within 15 feet of you, must make a Dexterity saving throw, suffering 2d8 fire damage on a failed save or half that much on a success. After damage is dealt, repeat this process once.
  • Prometheus Flame – You slam your blades into the ground, summoning a pillar of flame beneath all creatures within a 15-foot cone. Affected creatures must make a Dexterity saving throw. A creature suffers 4d6 fire damage and is knocked prone on a failed save, or suffers half as much damage on a success.
  • Hyperion Slam – You channel fire through your blades as you slam both of them into the ground for a devastating explosion. Each creature within a 10-foot radius sphere centred on a point within 15 feet of you must make a Dexterity saving throw, suffering 3d12 fire damage on a failed save or half that much on a success.
  • Hyperion Grapple – You throw your blades at a target, then drag yourself towards them for a follow up strike. Make a ranged attack with your Blades of Chaos against a target within 20 feet. On a hit, this attack deals damage as if the target was hit by two attacks from the Blades of Chaos. You then move 20 feet directly towards the target, during which you can’t be targeted by opportunity attacks. If this movement puts you within 5 feet of the target, you may immediately make an unarmed strike attack against the target.
  • Meteoric Slam – Drawing power from your blades, you summon a rain of flaming rock in a 20-foot-radius, 40-foot high cylinder centered on yourself. Each creature other than you in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 fire damage on a failed save, or half as much damage on a successful one.
  • Fire of Ares – Slamming your blades into the ground, you unleash a shockwave of fire. Creatures on a 20-foot line from you must make a Dexterity saving throw, suffering 4d6 fire damage damage and falling prone feet directly away from you on a failed save, or suffering half as much damage on a success.
  • Gift of Apollo – You draw runic healing energies into the Blades of Chaos. For 2 rounds, whenever you damage a creature with the Blades of Chaos, you regain hit points equal to the amount of damage the target suffers.

Leviathan Axe: Runes[edit]

Runes - Normal Attacks
  • Njörd’s Tempest – You spin the axe in a circle, slashing at all foes around you. Each creature within 5 feet of you must make a Dexterity saving throw, suffering 1d10+Constitution modifier slashing damage plus 1d4 cold damage on a failed save, or half as much on a success.
  • Fury of the Ice Troll – An icy shockwave blasts out from you in all directions. Each creature within 10 feet of you must make a DC Strength saving throw, suffering 1d4 cold damage and being pushed 10 feet directly away from you, or half as much damage on a failed save.
  • Tyr’s Revenge – You cast your axe towards one target, holding it spinning in the air, slashing that creature. One creature within 10 feet of you must make a DC Dexterity saving throw, suffering 3d8+Constitution modifier slashing damage plus 3d4 cold damage on a failed save, or half as much on a success.
  • Leviathan’s Wake – You throw the axe with tremendous force. Each creature along a 30 feet long line from you in a direction you choose must make a Dexterity saving throw. A creature takes 2d8+Constitution modifier slashing damage and 2d4 cold damage on a failed save, or half as much damage on a successful one.
  • Charge of the White Bear – You rush forward surrounded by frost magic, slamming into an enemy. Move up to your normal movement speed towards a creature, during which you can’t be targeted by opportunity attacks, then make an attack against that creature with the Leviathan axe. On a hit, the attack deals an additional 2d4 cold damage, and the creature must succeed on a DC Strength saving throw or be knocked prone.
  • Wrath of the Frost Ancient – You cast a beam of ice from the Leviathan axe. A beam of ice 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the beam must make a DC Dexterity saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. The beam lasts until the start of your next turn.
  • Strike of the Utgard – You swing the axe in a wide arc, casting a blade of ice to slash into your enemies. Each creature within a 15-foot cone emanating from you must make a DC Dexterity saving throw. A creature takes 2d8+Constitution modifier slashing damage and 2d4 cold damage on a failed save, or half as much damage on a successful one.
  • Hel’s Touch – As a reaction when a creature attacks you, you may create a sudden blast of ice from your axe to force all creatures within 10 feet of you to suffer 1d4 cold damage, and suffer disadvantage on all attacks for one round.
Runes - Heavy Attacks
  • Thiazi’s Talon – You cast a vertical blade of frost towards your enemies. Creatures on a 20-foot line from you must make a DC Dexterity saving throw, suffering 4d6 cold damage and being knocked prone on a failed save, or half as much damage on a success.
  • Ivaldi’s Anvil – You slam your axe into the ground unleashing a freezing wave on all creatures within 15 feet of you, which must make a DC Constitution saving throw. A creature suffers 3d8 cold damage and is restrained for one round on a failed save, or suffers half as much damage on a success.
  • Mists of Helheim – You create a 10-foot-radius sphere of freezing fog centered on you. The sphere spreads around corners, and its area is lightly obscured. It lasts for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Creatures other than you that move through the area must make a DC Constitution saving throw, suffering 3d8 cold damage on a failed save, or half as much on a success.
  • Frost Giant’s Frenzy – Make three heavy attacks with the Leviathan axe. Each of these attacks deals an additional 2d4 cold damage, and deals 1d4 force damage to all creatures within 5 feet of the target other than you.
  • Blessings of the Frost – For 5 rounds, the Leviathan axe deals an additional 1d4 cold damage on all attacks.
  • The River of Knives – Creatures on a 20-foot line from you must make a DC Dexterity saving throw, suffering 2d6 cold damage and 2d6 piercing damage and be pushed 15 feet directly away from you on a failed save, or suffer half as much damage on a success.
  • Glaive Storm – Make a thrown attack with advantage against a target within range, then all creatures within 20 feet of the original target must succeed on a DC Dexterity saving throw or be automatically hit by a thrown weapon attack. The axe returns to you immediately after hitting the last target, damaging creatures between you and the last target as normal.
  • Breath of Thamur – You cast the spell ice storm at 4th level, with a spell save DC, centred on yourself. You do not take any damage from this spell.

Talon Bow: Runic Summons[edit]

Runic Summons
  • Boar Stampede – A herd of boars stampede a long, 40-foot-long, 10-foot-wide line from you. Creatures in this line must make a Strength saving throw, taking 3d6 bludgeoning damage and being knocked prone on a failed save, or half as much on a success.
  • Falcons’ Dive – A flock of spectral ravens dive bomb one target within 80 feet of you. The target must make a Dexterity saving throw, taking 8d4 piercing damage on a failed save, or half as much on a success.
  • Storm of the Elks – An ethereal elk is summoned into a space that is a 10-foot cube within 40 feet of you. For one round, any creature that moves into the elk’s space for the first time or starts its turn there suffers the effect of your active bowstring enchantment.
  • Murder of Crows – A swarm of crows (swarm of ravens) is summoned into an empty space within 40 feet of you, which acts immediately after you in initiative. You can command the swarm as a bonus action, if you do not the swarm attacks the nearest enemy. The swarm is an elemental, and its attacks are magical. If a creature is within 10 feet of the swarm, it gains advantage on attacks against the swarm, and disadvantage on attacks against other targets. The swarm disappears after two rounds, or if it is reduced to zero hit points. When the swarm disappears, each creature within 5 feet of it takes 4 (1d8) piercing damage.
  • Wrath of the Wolf – 1d4 ethereal dire wolves are summoned into an empty space within 40 feet of you, which act immediately after you in initiative. You can command the wolves as a free action. The wolves are elementals, and their attacks are magical. The wolves disappear at the end of their turn, or if it is reduced to zero hit points.
  • Bitter Squirrel – An ethereal squirrel is summoned in an empty space within 15 feet of you, where it digs for small morsels, casting the spell goodberry at 1st level in its space, producing one berry, after which it disappears.



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