Rune Wielder (5e Class)

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Rune Wielder[edit]

Runes are all around the world having different shapes, sizes, and even colors; furthermore, each such rune has a different power and usage to be used by capable individuals who can inscribe them. The runes variations are based on how complex which appear in the form of a magical words that are more beautiful than any other. This is where the rune wielders excel at for where mages are apple to only use such runes with heavy concentration; rune wielders train themselves to inscribe such runes into their weapons rendering such requirement unneeded.


Quick Build

You can make a Rune Wielder fighter quickly by following these suggestions: first, make Strength or Dexterity your highest ability score, followed by Wisdom. Second, choose the Sage background.

Runic Manifestation[edit]

At 3rd level, you learn to inscribe runic powers to manifest great devastating abilities. You also can use your runic powers to enhance your weapons, and cause your attacks to deal massive damage to all kind of enemies.

Bonus Proficiency[edit]

At 3rd level, you gain proficiency with either jeweler's tools or blacksmith's tools.


Runic Points

You have 5 runic points, and you gain more as you reach higher levels, as shown in the Runic Points column of the Runic Inscription table. You can never have more runic points than shown on the table for your level, and you regain runic points equal to your Wisdom modifier every short rest, and also all your spent runic points when you finish a long rest.

Inscribed Runes

You can only inscribe 2 runes at a time, and you gain the ability to inscribe more as you reach higher levels, as shown in the Inscribed Runes column of the Runic Inscription table. You can inscribe your runes on item or surface, but only you can use these runes. To inscribe or change an inscribed rune, you must spend 2 hour for every 1 runic cost to cast during your long rest using your jeweler's tools or blacksmith's tools and 25 gp worth of materials to rewrite all your inscribe runes.

Runic Powers

Your inscribed runes each have different powers and requirements to both use and achieve. These are written on the each of the powers description which can tell you if what can the rune does. Some might have a level, a weapon, a range, a cost, or even an action requirement to create and manifest them.

Runic Saving Throws

Wisdom is your rune wielder ability for your runic powers. Your Wisdom determines the strength of the runic effects you manifest. In addition, you use your Wisdom modifier when setting the saving throw DC for a runic powers or when making an attack roll with one.

Some of your runic powers might require your target to make a saving throw to resist the power's effects. The saving throw DC is calculated as follows:

Runic save DC = 8 + your proficiency bonus + your Wisdom modifier
Runic attack modifier = your proficiency bonus + your Wisdom modifier

Runic Inscription Table[edit]

dwarf.jpg
A rune wielder forging and inscribing his weapon, Source
Fighter
Level
Runic
Points
Inscribed
Runes
3rd 5 2
4th 6 2
5th 7 2
6th 8 3
7th 9 3
8th 10 3
9th 11 5
10th 12 5
11th 13 5
12th 14 6
13th 15 6
14th 16 6
15th 17 8
16th 18 8
17th 19 8
18th 20 9
19th 22 9
20th 24 10

Runesmith[edit]

At 3rd leveI, you gain proficiency with either jeweler's tools or blacksmith's tools.

Runic Knowledge[edit]

By your 5th level you have traveled far and long and learned much in the ways of runic powers. you may increase your Intelligence or Wisdom ability score by 1 point.

Rune Reader[edit]

Starting at 7th level, you learn how to (read, write but not speak) a number of languages equal to 1 + your Wisdom modifier.

Rune Rewriting[edit]

At 10th level, you can rewrite all your runes you have with other new ones. Afterword you can also activate one rune by spending double the runic point and a type of action, the type of action is mentioned as a Manifesting Time. You can't rewrite all your runes again till you finish a short or long rest.

Rune Prestige[edit]

At 15th level, some of your runic powers are enhanced even more than they are giving them extra powers, the extra powers are mentioned in the rune description.

Relentless Runes[edit]

At 18th level, whenever you end a turn with no runic points, you can regain 2d8 + 1 runic points. You can't use this ability again till you finish a short or long rest.

Runic Powers[edit]

When you choose the rune wielder archetype, you learn to some of inscribe some of these runes. When you reach higher levels, extra runes will also be unlocked to you. These following runes are presented in the alphabetical order:

Rune of confusion[edit]

Manifesting Time: 1 action
Range: 5 feet
Cost: 3 runic points
Duration: Instantaneous

All creatures within 5 feet of you must make a Dexterity saving throw with DC equal to 8 + your proficiency bonus + your Wisdom modifier. On a failed save, a creature takes radiant damage equal to 1d10 + your Wisdom modifier, and is blinded for 1 round. On a successful save, they take half as much damage and are not blinded.

Augment. Each additional runic point spent increases the duration of the blindness by 1 additional round.

Rune of Flaming Blast[edit]

Your weapon and hand burst with a burning flame, these flame will fly from you to the enemy to bring torment to them.

Manifesting Time: 1 action
Range: 120 feet
Cost: 5 runic points or more
Duration: Instantaneous
Requirement: 10th level

You create a fire bolt as a ranged spell attack at a creature or object within range. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Augment. When spending 8 runic points or higher, the fire bolt is replaced by a large fireball at the target. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. For each extra runic point you spend, the damage increases by 1d6 for each runic point.

At Higher Levels. At 15th level, the damage increases to d10 fire damage.

Rune of Havoc[edit]

The weapon is empowered to cause havoc to the earth itself, making each enemy shake either fear or lack of balance.

Manifesting Time: 1 action
Range: Self (30-foot radius)
Cost: 2 runic point
Duration: Instantaneous
Requirement: 5th level, must use something that can bludgeon (bludgeoning weapon, fist, butt of a handle, etc.)

You can strike the earth below you to cause every creature that is one size category bigger than you or smaller within range to make a Dexterity saving throw. On a failed throw, the creature is knocked prone.

At Higher Levels. At 15th level, this affects creatures who are two size categories bigger than you or smaller, and the range of the power increase to 60 ft.

Rune of Storm[edit]

Your weapon flies to the sky under your control, and when you signal for it then it fly back.

Manifesting Time: 1 bonus action
Range: Self
Cost: 1 runic point or more
Duration: 1 hour
Requirement: 10th level

You gain the thrown property to your weapon; however, you can also control it in mid-air, and signal it to return to you.

At Higher Levels. At 15th level, when you are holding your weapon, you can spend an extra 2 runic point to give you a flying speed of 60 ft. for 1 hour.

Rune of Thunder[edit]

When you strike, the heaven themselves echo with your triumphant, and none will stand in your face.

Manifesting Time: 1 bonus action
Range: Self
Cost: 3 runic point or more
Duration: 1 minute
Requirement: 3rd level, any standard weapon

Your next successful weapon attack deals an additional 1d4 thunder damage, and force the target to make a Dexterity save throw. On a failed throw, the target is pushed 15 ft. away from you.

Augment. Each additional runic point spent increases the damage die by one step (d6, d8, d10, to a maximum of d12).

At Higher Levels. At 15th level, you deal 2d4 thunder damage, and targets who fail the saving throws are pushed 30 ft. away from you.

Rune Purify[edit]

Manifesting Time: 1 action
Range: Self
Cost: 5 runic points
Duration: Instantaneous

You remove all poisons and diseases from your body.

Augment. Each additional runic point spent restores 2 hit points.

At Higher Levels. At 5th level, each additional runic point spent restores 2 hit points to you or a creature you touch, in addition to the 2 hit points it already gives you.

Rune of Shadow[edit]

A thick dark gray fog immediately bursts from the rune.

Manifesting Time: 1 action
Range: 60feets
Cost: 8 runic points
Duration: it can last one hour

You cast a dark fog for a 30f radios, it is considered magical darkness but you can see as normal.


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