Rune Blade, Variant (5e Class)

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Rune Warrior[edit]

The Rune Warrior is a master of both Magic and Melee. Born with magical properties imbued to them, much like Sorcerers, Rune Warriors choose to focus their training in combat, but not forgoing the magic that flow through their veins. Using magic runes fueled by the wisdom taught from master to aprentice the Rune Warrior takes priority on the use of runes, trained to the maximum. Having fewer high level spells does not stop them from inflicting devastating damage to the foes facing them. Engraving runes in the weapons and armour used by the Rune Blade, they exploit their magic to the fullest.

Quick build[edit]

Your highest ability score needs to be in Wisdom and your second highest into Strength or Dexterity (Are you slashing swords, or are you shooting arrows?).

Class Features

As a Rune Warrior you gain the following class features.

Hit Points

Hit Dice: 1d10 per Rune Warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Rune Warrior level after 1st


Armor: Light armor, medium armor
Weapons: Simple and Martial weapons
Tools: none
Saving Throws: Strength and Wisdom
Skills: Choose 4 from the following; Arcana, Acrobatics, History, Insight, Investigation, Medicine and Survival


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Longsword or Rapier or (b) Two simple weapons or any two-handed weapon
  • (a) Leather Armor, Longbow and 20 arrows or (b) Studded leather armor
  • (a) Explorers Pack or (b) Dungeoneers Pack
  • (a) Handaxe and dagger or (b) 2 javelins

Table: The Rune Warrior

Level Proficiency
Features Cantrips Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Fighting Style, Rune Casting, Runic Weapon 4
2nd +2 Healing Rune 4
3rd +2 Arcane Flash (10ft), Ranged Rune Casting 4 1 2
4th +2 Ability Score Improvement 4 2 3
5th +3 Runic Burst, Extra Attack, Runic Armor 4 2 3
6th +3 Ranged Rune Casting (stealth) 4 3 3
7th +3 Arcane Flash (20ft) 4 3 4 2
8th +3 Ability Score Improvement 5 4 4 2
9th +4 Healing Rune 2nd charge 5 4 4 2
10th +4 Runic Burst 2x 5 5 4 3
11th +4 Runic Armor (stealth) 5 5 4 3
12th +4 Ability Score Improvement 5 6 4 3
13th +5 Arcane Flash (30ft) 5 6 4 3 2
14th +5 5 7 4 3 2
15th +5 Runic Burst 3x, Extra Attack (2) 6 7 4 3 2
16th +5 Ability Score Improvement 6 8 4 3 3
17th +6 6 8 4 3 3
18th +6 Healing Rune 3rd charge 6 9 4 3 3
19th +6 Ability Score Improvement 6 9 4 3 3 1
20th +6 Magus 6 10 4 3 3 1

Class Features[edit]

Fighting Style: Choose 1 of the combat styles listed below.

Archery: You gain +2 to attack rolls when using a ranged weapon.

Defense: While wearing armor, you gain a +1 bonus to AC

Dueling: When wielding a melee weapon in one hand an no other weapons, you gain a +2 bonus to damage rolls with the weapon.

Great Weapon Fighting: When you roll a 1 or 2 on damage die for an attack with a weapon you wield with two hands, you can reroll the die and must use the second roll. The weapon must have two-handed or versatile as a property to gain this benefit.

Two Weapon Fighting: When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack.

Rune Casting, You have mastered the use of these specialized rune cantrips, as a bonus action, at 1st level you are able to cast: Fire Rune: On contact target takes 1D6 fire damage on hit and 1D4 additional damage at the start of each enemy turn until flames are put out with a bonus action// Frost Rune: On contact target takes 1D6 frost damage on hit and movement speed is halved for 1 minute// Lightning Rune: On contact target takes 1D6 lightning damage (twice as much if wearing heavy/metallic armor) and cannot take a reaction against you until the start of it's next turn// Force Rune: On contact target takes 1D6 force damage and is knocked back 5ft while also making a DC 8 dexterity save to avoid being knocked prone. At 8th and 15th level you are able to learn a fifth and sixth cantrip. Cantrips must be chosen from the rune warrior cantrip list.

Your Spell Save DC is equal to 8 + Prof. Bonus + Wisdom Modifier

Your bonus to hit with Spells is equal to Prof. Bonus + Wisdom Modifier (Runes hit on same roll as runic weapon if using runic weapon. If not, use spell save DC)

Runic Weapon, You may bound yourself to a weapon by engraving a draconic rune in it. 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. Runic weapons are very effective catalysts for activating runes. You cannot be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon/un-summon that weapon as a free action on your turn, causing it to teleport instantly to your hand. You can have up to two runic weapons, to bound a third one of the other two runes must be destroyed, but can summon only one at a time with your free action.

Runic Armor, Your knowledge of runes has grown. Starting at 5th level, you may bound yourself to a armor by engraving a runes on it, doing so increases the armor AC +2. The rune reduces its weight to a third of its normal weight, at 11th level the runic armor gives advantage on stealth rolls. If the engraved armor is in the same plan of existence as you, using a free action on your turn the armor dons instantly to you (must not be wearing another armor). Only one runic armor can be active, to engrave another armor the active rune must be destroyed.

Arcane Flash, As part of your movement you are able to teleport up to 10 feet to an unoccupied space you can see. The distance you can teleport increases at 7th (20ft) and 14th (30ft) levels. This form of movement doesn't cause attacks of opportunity, and does not count as speed.

Ranged Rune Casting, Using draconic runic magic you are able to cast runes up to 30ft via verbal commands. Ranged runes have a 5ft diameter. At 6th level these runes can only be seen by the caster.

Healing Rune, add healing rune to your "Rune Castings" ability. With a bonus action you can restore 1d6+Wisdom.Increases 1 d6 on listed levels.

Rune Burst, You can cast 2 runes at once for no additional action cost. This can be cast once per short or long rest, increasing to twice at 10th level and increasing to three times at 15th level.

Extra Attack, 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 at 15th level.

Magus, at level 20, the Rune Warrior may choose between magic or might. If he chooses magic, his Wisdom score increases by 10 to a maximum of 30. If he/she chooses might, his/her Strength or Dexterity score increases by 10 to a maximum of 30.

Rune Warrior cantrip list[edit]

Cantrip: Blade Ward, Dancing Lights, Fire Bolt, Friends, Light, Mage Hand, Mending, Minor Illusion, Poison Spray, Produce Flames, Ray of Frost, Shocking Grasp, True Strike.


Prerequisites. To qualify for multiclassing into the Rune Warrior class, you must meet these prerequisites:

13 Wis, 13 Str or 13 Dex, Proficiency with light armor and simple weapons.

Proficiencies. When you multiclass into the Rune Blade class, you gain the following proficiencies:

Martial Weapon Proficiency. Medium Armour Proficiency

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