Rune Craft (5e Class)

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RuneCraft[edit]

Rune Craft is a class that revolves around Building a deck of cards to play with when you battle your enemies. As you level up you will earn new cards that each have new and unique ways to deal with enemies while fighting. Rune Craft centers solely around their main Mechanic, Spell Boost, which is a unique mechanic that makes your cards stronger as you play more of them.

Creating a RuneCraft[edit]

Quick Build

You can make a RuneCraft quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Your Background and Equipment choice is all up to you. Remember that Rune Craft focuses around Deck Building, so pick your cards wisely when you build. Your spells start weak and get stronger and stronger with every turn that passes, so be sure to use your time to the fullest.

Class Features

As a Rune Craft you gain the following class features.

Hit Points

Hit Dice: 1d6 per Rune Craft level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Rune Craft level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Dice set, Navigator's tools
Saving Throws: Intelligence, Wisdom
Skills: Choose 2 from Arcana, History, Investigation, Insight, or Perception

Equipment

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

  • Runic Garb (Light armor, AC=8+Intelligence Modifier), An empty deck box, and a Dagger
  • (a) Flame Charm (A fiery necklace that emits a red warming glow and can generate a soft heat) or (b) Glass Charm (An icy necklace that emits a soft white glow and can generate a soft chill)
  • 10 days of rations and a Bedroll
  • (a) an Explorer's pack or (b) an Adventurer's pack

Table: The Rune Craft

Level Proficiency
Bonus
Features Basic Reloads Full Reloads
1st +2 Conjure Golem, Insight, Kaleidoscopic Glow, and Magic Missile 1 1
2nd +2 Summon Snow, Witch Bolt 1 1
3rd +2 Sorcerer's Cache, Summon IceForm 1 1
4th +2 Ability Score Improvement 2 1
5th +3 Wind Blast, Petrification 2 1
6th +3 Secrets of Erasmus, FireChain 2 1
7th +3 FissureBomb 3 1
8th +3 Ability Score Improvement 3 1
9th +4 Fate's Hand 3 1
10th +4 Winter's Caprice 4 2
11th +4 Calamitous Curse 4 2
12th +4 Ability Score Improvement 4 2
13th +5 Fiery Embrace 5 2
14th +5 Twin Guardians 5 2
15th +5 Piercing Rune 5 2
16th +5 Ability Score Improvement 6 2
17th +6 Multipart Experiment 6 2
18th +6 A Legend Flows Through You 6 2
19th +6 Ability Score Improvement 7 2
20th +6 Dimension Shift!!! 8 3

Mechanics Of a Rune Craft[edit]

Deck Building[edit]

Rune Craft is played by building a deck of cards and using those cards to attack your enemies, and gain Spell Boost points. Every time you play a card it disappears from your deck box until you reload it, or take a long rest, so use your cards wisely.

Spell Boost[edit]

Spell Boost points are points that you generate when playing cards from your deck as a Rune Craft. Certain cards will require you have a minimum number of Spell Boost points to cast, or to activate bonus effects. There is no limit to how many Spell Boost points you may have. Your spell boost counter resets to 0 if you do not play a card from your deck within 2 min. The amount of Spell Boost points generated from playing a card are detailed on each individual card.

Spell Boost Decay[edit]

When you are dealt at least 15 damage, make a Wisdom saving throw. If you fail this saving throw you lose 1 Spell Boost point. This is increased to 2 if your Spell Boost counter is above 10, and increased again to 3 if your Spell Boost counter is above 20.

Channel[edit]

Channel is a card effect that like concentration requires you to maintain a great amount of focus. When channeling you can not take any other action (not normal nor bonus) until the channel is broken. You can choose to end channel at any point, as long as it is your turn and this counts as an action. Taking damage while channeling instantly causes you to break the channel, and you most roll a Wisdom saving throw for Spell Boost Decay.

Deck Limit[edit]

Your deck may not contain more than 40 cards. No more than 3 copies of any card can be placed in your Deck.

Basic Reload[edit]

Basic Reload allows you to put 1 copy of any basic card back into your deck. (basic cards are Insight, Magic Missile, Conjure Golem,and Kaleidoscopic Glow) You may only use 1 Basic Reload per turn, and Basic Reload does not count as an action or bonus action.

Full Reload[edit]

Full Reload allows you to put 1 copy of EVERY card in your deck (Except Legendary Cards), back into your deck. This counts as a bonus action. You can not use Full Reload as your bonus action 2 turns in a row.

Conjuring[edit]

Conjuring is a unique mechanic in Rune Craft that summons small magical creatures to fight by your side. You may only control up to 5 conjurations of any kind at a time. Attempting to summon any more causes their summoning to Fizzle, wasting the card and your action.

Cards[edit]

Insight[edit]

At level 1 you gain 3 copies of Insight. Insight reads: Spell Boost 1, using this card does not count as an Action or a Bonus action. (You can only cast one Insight per turn)

Magic Missile[edit]

At level 1 you gain 1 copy of magic missile. You gain another copy at level 4, and your final copy at level 7. Magic Missile reads: Spell Boost 1, Deal 1d4 Piercing damage to target creature within 15m. This increases to 1d6 at level 6, 1d10 at level 10, 1d12 at level 15, and 1d20 at level20. Using this card counts as an action.

Kaleidoscopic Glow[edit]

At level 1 you gain 3 copies of Kaleidoscopic Glow. Kaleidoscopic Glow reads: Spell Boost 1, Perform a Basic Reload. Using this card counts as a bonus action.

Conjure Golem[edit]

At level 1 you gain 1 copy of Conjure Golem. You gain another copy at level 4, and your final copy at level 7. Conjure Golem reads: Spell Boost 1, Tiny a summon pot shaped Clay Golem to fight alongside you. The Golem deals 1d4 damage to target enemy at the end of your turn. The Golem has 4hp, and is weak to cold damage, turning brittle and shattering instantly if dealt cold damage. Using this card counts as an action.

Summon Snow[edit]

At level 2 you gain 3 copies of Summon Snow. Summon Snow reads: Spell Boost 1, Summon a number of tiny snowmen to fight alongside you equal to the value of your Spell Boost points in your counter (Up to 5 Max snowmen). Each Snowman has 1 HP and deals 1 cold damage to target enemy at the end of your turn. In direct sunlight, unless surrounded by snow, the Snowmen melt after their attack. Using this card counts as an action.

Witch Bolt[edit]

At level 2 you gain 3 copies of Witch Bolt. Witch Bolt reads: Spell Boost 1, Deal 2d4 Flame Damage to target creature within 15 m, and for each 4 you roll you may perform a Basic Reload. Using this card counts as an action.

Sorcerer's Cache[edit]

At level 3 you gain 1 copy of Sorcerer's Cache. You gain another copy at level 6 and your final copy at level 10. Sorcerer's Cache reads: Spell Boost 3, perform a Basic Reload. Using this card counts as a Full Action.

Summon IceForm[edit]

At level 3 you gain 1 copy of Summon IceForm. You gain another copy at level 6 and your final copy at level 10. Summon IceForm reads: Spell Boost 1, Summon a brittle IceForm to defend you or target creature within 10m. The IceForm will block the next attack meant for that target up to 20 HP and then shatter, dealing 1d4 Cold damage to the attacker. If the golem blocks no attack, or lives, it melts at the start of your next turn. Using this card counts as an action. (This card does count as a conjuration Unfortunately)

WindBlast[edit]

At level 5 gain 1 copy of Windblast. You gain another copy at level 10 and your final copy at level 15. WindBlast reads: SpellBoost 1, Deal 1d4 Piercing damage to target creature within 15m, and then deal another 1d4 piercing damage to that same target for every 3 points in your Spell Boost Counter. This Card can only be used if you already have at least 3 Spell Boost points. Using this card counts as an action.

Petrification[edit]

At level 5 gain 1 copy of Petrification. You gain another copy at level 10 and your final copy at level 15. Petrification reads: Spell Boost 1, The earth around the feet of target creature within 12m turns to mud. The mud wraps around their legs and body holding them in place and making escape impossible. This effect lasts until the start of your next turn. This card can only be used if you have at least 7 points in your Spell Boost Counter. Using this card counts as a bonus action.

Secret of Erasmus[edit]

At level 6 gain 1 copy of Secret of Erasmus. You gain another copy at level 11 and your final copy at level 16. Secret of Erasmus reads: Spell Boost 1, Deal Fire damage to target enemy within 15m equal to the amount of points in your Spell Boost counter. Using this card counts as an action.

Fire Chain[edit]

Beginning at level 6 gain 1 copy of Fire Chain. You gain another copy at level 11 and your final copy at level 16. Fire Chain reads: Spell Boost 1, Create a field of flame around target creature within 15m. Target creature and all other creatures standing within 10m of the target creature take 1d6 Fire damage. The field of flame lasts 5 min for every 5 Spell Boost points in your counter. This card can only be used if you have at least 8 points in your Spell Boost counter. Using this card counts as a full action.

Fissure Bomb[edit]

At level 7 gain 3 copies of Fissure Bomb. Fissure Bomb reads: Spell Boost 1, Channeled effect: Create a thick bog around you in an area of 10m. The bog causes all target creatures to sink making escape impossible. At the start of your next turn the bog hardens into Cracked hard dirt, and explodes, dealing 2d8 force damage to all creatures trapped within it (Excluding you) and ending the Channel. All allies within 15m of the explosion are coated in a layer of magical dust granting them +1 AC for 5min (this includes you). This card can only be used if you have at least 12 Spell Boost points in your counter. Using this card counts as an action. The turn on which the bog explodes, you are not allowed to take a normal action. The effects of Fissure Bomb are negated if the Channel is ended prematurely.

Fate's Hand[edit]

At level 9 gain 1 copy of Fate's Hand. You gain another copy at level 14, and your final copy at level 18. Fate's hand reads: Spell Boost 1, Perform 2 basic reloads. Using this card does not count as an action or a bonus action. (You can only use 1 Fate's Hand per turn)

Winter's Caprice[edit]

At level 10 gain 3 copies of Winter's Caprice. Winter's Caprice reads: Spell Boost 1, Channeled effect: Create a magical winter storm in a 20m area around you. The storm deals 2d8 Cold damage at the end of your turn to all hostile creatures. This storm slows the movement of all creatures (even allies unfortunately) cutting their speed in half. This card can only be used if you have at least 16 Spell Boost points in your counter. Using this spell counts as a full action.

Calamitous Curse[edit]

At level 11 you gain 3 copies of Calamitous Curse. Calamitous Curse reads: Spell Boost 1, Channeled effect: The area around you within 10m instantly becomes quicksand. For every hostile creature caught in this area, extend the range an additional 10m. The ground beneath you and you allies remains a solid platform. The quicksand is impossible to escape. At the start of your next turn the sand sinks away and collapses, swallowing everything caught within it whole dealing 2d12 Force damage, and then spitting them back out as the earth returns to normal. All enemies spat out by the earth are knocked prone. This card can only be used if you have at least 22 Spell Boost points in your counter. This effects of Calamitous Curse are negated if the Channel is prematurely ended. Using this card counts as a full action.

Fiery Embrace[edit]

At level 13 gain 3 copies of Fiery Embrace. Fiery embrace reads: Spell Boost 1, Deal 4d8 fire damage to target creature within 15m. This card can only be used if you have at least 10 Spell Boost points in your counter. This card counts as an action. If you have at least 25 Spell Boost points in your counter when this card is used, it instead counts as a bonus action.

Twin Guardians[edit]

At level 14 gain 3 copies of Twin Guardians. Twin Guardians reads: Spell Boost 1, Summon two Guardian Golems made of stone to fight alongside you. Guardian Golems have 10HP, will always attempt to block hits for their master if possible, and deal 3 damage to target enemy at the end of their master's turn. This card can only be used if you have at least 15 Spell Boost points in your counter. Using this card counts as an action.

Piercing Rune[edit]

At level 15 gain 3 copies of Piercing Rune. Piercing Rune reads: Spell Boost 1, mark target creature within 10m with a large rune. At the end of your turn, the rune on the marked creature activates, exploding, knocking the creature prone and dealing 2d12 Force damage to it, and all creatures directly behind it for 40m. This card can only be used if you have at least 20 Spell Boost points in your counter. Using this card counts as an action.

Multipart Experiment[edit]

At level 17 gain 3 copies of Multipart Experiment. Multipart Experiment reads: Spell Boost 1, summon a number of clay golems equal to the number of Spell Boost points in your counter (up to 5 max). These golems are the exact same golems summoned by the card Conjure Golem, and function the same way. This card can only be used if you have at least 20 Spell Boost points in your counter. Using this card counts as an action.

A Legend Flows Through You[edit]

At level 18, once per turn you can earn the powers of one RuneCraft Legend. You earn 1 copy of every Runecraft legend at level 18, another at level 19, and your final copies at level 20. Using this ability does not count as an action or bonus action.

You Regain all Legendary cards after a full rest.

Legendary powers can only be used if you have at least 15 Spell Boost Points in your counter.


Merlin- After taking an action or a bonus action this turn, Perform 1 Basic Reload, and Spell Boost 1. This happens for Every action or bonus action taken this turn.


Sun Oracle Pascal- Channeled Effect: Place your palms on the ground beneath you and feel the power of the earth. As you channel, the area around you emanates with power, granting all allied creatures within 30m Advantage on attack, and a bonus 1d4 of damage at the end of their turn for every ally standing in the channel. At the start of your turn you can choose to use another Sun Oracle Pascal card to maintain the Channel, or end it WITHOUT using your action for that turn.


Arch Summoner Erasmus- At the end of your turn, Use Secret of Erasmus twice, for free (meaning you don't need any copies of Secret of Erasmus in your deck, nor does it consume any copies of Secrets of Erasmus when cast). You do not earn Spell Boost points for cards cast this way.


Mythril Golem- At the end of your turn fire a massive laser that deals force damage equal to the amount of spell boost points in your counter. This laser can begin at any point within 30m of you, and continues in choses direction hitting everything it touches for another 120m. This effects cleaves and destroys the ground as the laser passes by.


Daria, Dimensional Witch- Spell Boost 5, summon an Other Wordly Beast (20 HP, deals 2d8 damage at the end of your turn to target enemy creature, will block attacks targeted at you if it can)


Dimension Shift!!![edit]

At level 20 gain 3 copies of Dimension Shift!!!. Dimension Shift!!! reads: Spell Boost 1, Distort the very fabric of space and time and take an extra turn following the end of your current turn. Once Dimension Shift!!! has been cast, you may not obtain another copy of Dimension Shift!!! until the effects of Dimension Shift!!! have ended. This card can only be used if you have at least 35 Spell Boost points in your counter. Using this card counts as a bonus action.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the RuneCraft class, you must meet these prerequisites:Intelligence and Wisdom of 15

Proficiencies. When you multiclass into the RuneCraft class, you gain the following proficiencies:Light armor and Simple Weapons



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