Runepriest (5e Class)

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Runepriest[edit]

Runepriest work in sacred forges and libraries to unlock the secret of the runes. Many of these runes were lost when the gods battled the primordials. Even old gods can dimly recall them. A runepriest can learn much in a temple, but must eventually don armor and create a new rune, earning themselves a name among the masters of rune magic.

Class Features

As a Runepriest you gain the following class features.

Hit Points

Hit Dice: 1d8 per Runepriest level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Runepriest level after 1st

Proficiencies

Armor: All Armor
Weapons: Simple Weapons
Tools: Smith's Tools
Saving Throws: Strength, Wisdom
Skills: Choose three from Athletics, History, Intimidation, Perception, Religion, Survival

Equipment

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

  • (a) Mace or (b) Warhammer(If Proficient)
  • (a) Chain Shirt or (b) Chain mail
  • (a) an explorers pack or (b) a dungeoneer's pack

Table: The Runepriest

Level Proficiency
Bonus
Rune Magic Lvl Rune Slots Cantrips Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 Runic Path, Spellcasting 2
2nd +2 2 3
3rd +2 1 1 2 Rune Magic 4 2
4th +2 1 1 3 Ability Score Improvement, Runic Path feature 4 3
5th +3 1 1 3 4 3 2
6th +3 2 2 3 Rune Carving 4 3 3
7th +3 2 2 3 4 3 3 1
8th +3 2 2 3 Ability Score Improvement, Runic path feature 4 3 3 2
9th +4 3 3 3 4 3 3 3 1
10th +4 3 3 4 4 3 3 3 2
11th +4 3 3 3 4 3 3 3 2 1
12th +4 4 4 4 Ability Score Improvement, Runic path feature 4 3 3 3 2 1
13th +5 4 4 4 4 3 3 3 2 1 1
14th +5 5 4 4 Rune Carving Improvement 4 3 3 3 2 1 1
15th +5 5 5 4 4 3 3 3 2 1 1 1
16th +5 5 5 4 Ability Score Improvement, Runic path feature 4 3 3 3 2 1 1 1
17th +6 6 5 4 4 3 3 3 2 1 1 1 1
18th +6 6 6 4 Rune Blessed Forge 4 3 3 3 3 1 1 1 1
19th +6 6 6 4 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 6 6 4 Rune Master 4 3 3 3 3 2 2 1 1

Runic Path[edit]

You gain a runic path. These are detailed at the end of the class description.

Spellcasting[edit]

As a conduit for runic power, you can cast runepriest spells drawn from the cleric list. See chapter 10 of the Player's Handbook for the general rules of spellcasting.

Cantrips[edit]

At 1st level, you know two cantrips of your choice from the runepriest spell list. You learn additional runepriest cantrips of your choice at higher levels, as shown on the Cantrips Known column of the Runepriest table.

Preparing and Casting Spells[edit]

The Runepriest table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of runepriest spells that are available for you to cast, choosing from among the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your runepriest level (minimum of one spell). The spells must be of a level for which you have spell slots.

Spellcasting Ability[edit]

Wisdom is your spellcasting ability for runepriest spells. The power of your spells come from divine runes. You can use your Wisdom whenever a runepriest spell refers to your Spellcasting ability. In addition, you use your a Wisdom modifier when setting the saving throw DC for a runepriest spell you cast and when making an attack roll with one.

Spell Save DC= 8+ your proficiency bonus + your Wisdom modifier

Spell attack modifier= your proficiency bonus + your Wisdom modifier

Spellcasting Focus[edit]

You can use a mace or warhammer as a spellcasting focus for your runepriest spells

Rune Magic[edit]

Rune magic is the magic that you will get as you become more powerful. At third level, you gain the ability to use runes. You learn all first level runes at 3rd level and gain higher level runes when you reach certain levels, as shown on the runepriest table. Each rune expends a rune slot slot. You regain all rune slots when you finish a short or long rest. When you use a rune, you can go into a rune state. The rune states are described here. Rune states last for 5 minutes after you enter them. You can enter no more than one rune state at a time. The runes are detailed at the end of the class description.

Rune States[edit]

State of Destruction: When you enter the state of destruction, allies within 15 feet of you gain a +1 bonus to attack rolls.

State of Protection: When you enter the state of protection, allies within 15 feet of you gain a +1 bonus to AC.

State of the Sun: When you enter the state of the sun, you shed bright light in a 15 foot radius and dim light for 5 feet beyond that. Allies within 15 feet of you deal 1d6 extra radiant damage to undead creatures.

Rune Carving[edit]

Beginning at 6th level, you can carve a rune you know into an object. This expends a rune slot. The rune will effect anything within 35 feet and lasts for a number of days equal to your Wisdom modifier(minimum 1). At 14th level, it stays until a spell, other magic, or a runepriest dispels it and it effect everything within 70 feet.

Rune Blessed Forge[edit]

When you craft a weapon(including shields) or armor, you may add a rune to that item. The rune only effects the wielder or wearer. The item is counted as magical if it is not already. The item gets a +1 bonus(+1 to AC if it's armor, +1 to attack and damage if it's a weapon). This stacks on top of other bonuses if the item already gets a bonus. The runes that you can add to items are below.

Runes[edit]

Rune Of Radiance: When a Rune of Radiance is on a weapon, it deals one more damage die of radiant damage. When it is on armor, the wearer gains resistance to radiant damage.

Rune of Poison: When a Rune of Poison is on a weapon, it deals one more damage die of poison damage. When it is on armor, the wearer gains resistance to poison damage.

Rune of Acid: When a Rune of Acid is on a weapons, it deals one more damage die of acid damage. When it is on armor, the wearer gains resistance to acid damage.

Rune of Fire: When a Rune of Fire is on a weapon, it deals one more damage die of fire damage. When it is on armor, the wearer gains resistance to fire damage.

Rune of Force: When a Rune of Force is on a weapon, it deals one more damage die of force damage. When it is on armor, the wearer gains resistance to force damage.

Rune of Lightning: When a Rune of Lightning is on a weapon, it deals one more damage die of lightning damage. When it is on armor, the wearer gains resistance to lightning damage.

Rune of Necrosis: When a Rune of Necrosis is on a weapon, it deals one more damage die of necrotic damage. When it is on armor, the wearer gains resistance to necrotic damage.

Rune of Psychic Power: When a Rune of Psychic Power is on a weapon, it deals one more damage die of psychic damage. When it is on armor, the wearer gains resistance to psychic damage.

Rune of Thunder: When a Rune of Thunder is on a weapon, it deals one more damage die of thunder damage. When it is on armor, the wearer gains resistance to thunder damage.

Rune Master[edit]

When you reach 20th level, you may invoke up to three rune states when you cast a rune magic spell. Also, you gain more rune states. In addition, halve the time and money it takes to craft anything.

20th Level Rune States[edit]

State of Levitation: When you enter this rune state, you and allies within 15 feet of you have a fly speed equal to their speed and can hover.

Runic Paths[edit]

These are the runic paths. The current ones are the Path of the Defiant Word and the Path of the Wrathful Hammer

Path of the Defiant Word[edit]

Bonus Cantrip[edit]

At 1st level, you know the Mending cantrip.

Defiant Artistry[edit]

Beginning at 1st level, whenever a creature misses you with an attack, you gain a bonus to damage rolls against that creature until the end of your next turn. This bonus equals you Wisdom modifier.

Better Armor[edit]

Beginning at 4th level, you gain a bonus to AC equal to half your Wisdom modifier while you are wearing armor.

Runic Word of Protection[edit]

Beginning at 8th level, you can invoke the runic word of protection. This lasts for one minute. While this lasts, allies within 30ft. of you gain resistance from non-magical bludgeoning, piercing, and slashing damage. Once you use this, you can't use it again until you finish a long or short rest.

Path of the Wrathful Hammer[edit]

Bonus proficiency[edit]

You gain proficiency with the warhammer.

Wrathful Artistry[edit]

Beginning at 1st level, whenever a creature hits you with an attack, you gains bonus to damage rolls against that creature until the end of your next turn. This bonus equals your Wisdom modifier.

Better Attacks[edit]

Beginning at 4th level, you gain a bonus to attack rolls when wielding a weapon. This bonus is equal to half your Wisdom modifier.

Runic Word of Destruction[edit]

Beginning at 8th level, you can invoke the runic word of destruction. This lasts for one minute. While this lasts, allies within 30ft. of you gain a +2 bonus to attack and damage rolls. Once you use this, you can't use it again until you finish a long or short rest.

Painful Weapons[edit]

Beginning at 12th level, you gain a bonus to damage when wielding a weapon. This bonus is equal to half your Wisdom modifier.

Runic Word of Wrath[edit]

Beginning at 16th level, you can invoke the runic word of wrath. This lasts for one minute. While this lasts, You deal an extra 2d6 damage with whatever weapon you're wielding. Once you use this, you can't use it again until you finish a long rest.

Runes[edit]

Level 1[edit]

Rune of Binding: Target creature within 30 feet of you must succeed a Wisdom saving throw or be immobilized. It can repeat the saving throw as an action until it succeeds.

Rune of Effort: Target creature within 30 feet of you gains advantage on any roll they make in the next minute.

Rune of Fire: Target creature or spot catches on fire. A creature must succeed a Dexterity saving throw or be lit on fire. The fire lasts for 3 rounds, dealing 1d6 fire damage each turn and it will spread to other flammable objects it touches. A creature catches on fire if it walks through the fire.

Rune of Shielding: Target creature within 30 feet of you gets +2 to AC for 1 minute.

Rune of Thunder: Target creature within 30 feet of you must succeed a Dexterity saving throw or take 1d10 thunder damage.

Level 2[edit]

Rune of Power: Target creature gains +2 damage for 1d4+1 rounds.

Rune of:

Rune of:

Rune of:

Rune of:

Level 3[edit]

Rune of:

Rune of:

Rune of:

Rune of:

Rune of:

Level 4[edit]

Rune of Blasting Force: Target Creature makes a dexterity save, if failed they take 3d10 force damage. The target creature then makes a strength save unless it avoided the attack completely. If failed the creature is flung away from the caster traveling 30 feet. If target creature hits a wall from being flung they take 1d10 bludgeoning damage.

Rune of:

Rune of:

Rune of:

Rune of:

Level 5[edit]

Rune of:

Rune of:

Rune of:

Rune of:

Rune of:

Level 6[edit]

Rune of Flight: You or one ally within 30 feet of you gain a flying speed equal to their walking speed for 1 hour.

Rune of High Magic: You cast one level 7 spell of your choice.

Rune of Knowledge: Your spell save DC and spell attack bonus increase by 2 and you gain resistance magic for 10 minutes.

Rune of:

Rune of:

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the runepriest class, you must meet these prerequisites: Strength 13, Wisdom 13

Proficiencies. When you multiclass into the runepriest class, you gain the following proficiencies: Simple weapons, all armor.


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