Runic Knight (5e Class)

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Class Features

As a Runic Knight you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor, medium armor, shields
Weapons: clubs, daggers, light hammers, maces, quarterstaves, darts, greatswords, longswords, rapiers, scimitars, shortswords, whips
Tools: None
Saving Throws: Strength, Intelligence
Skills: Choose two from Acrobatics, Athletics, Arcana, History, Insight, Investigation, Perception, and Survival

Equipment

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

  • (a) a simple weapon and a martial weapon or (b) two simple weapons or (c) two martial weapons
  • (a) a chain shirt and a shield or (b) leather armor and a shield
  • (a) an explorer's pack or (b) a scholar's pack
  • If you are using starting wealth, you have If you are using a starting wealth, you have 5d4 x 10 gp in funds. in funds.

Table: The Runic Knight

Level Proficiency
Bonus
Features Cantrips Known Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Cure 2
2nd +2 Spellcasting, Dual Cast 2 2 2
3rd +2 Runic 2 3 3
4th +2 Ability Score Improvement 3 3 3
5th +3 Extra Attack 3 4 4 2
6th +3 3 4 4 2
7th +3 War Magic 3 5 4 3
8th +3 Ability Score Improvement 3 5 4 3
9th +4 Arcane Barrier 3 6 4 3 2
10th +4 Arcane Charge 4 6 4 3 2
11th +4 Extra Attack, Heavy Armor Proficiency 4 7 4 3 3
12th +4 Ability Score Improvement 4 7 4 3 3
13th +5 4 8 4 3 3 1
14th +5 4 8 4 3 3 1
15th +5 Improved War Magic 4 9 4 3 3 2
16th +5 Ability Score Improvement 4 9 4 3 3 2
17th +6 4 10 4 3 3 3 1
18th +6 Improved Dual Cast 4 10 4 3 3 3 1
19th +6 Ability Score Improvement 4 11 4 3 3 3 2
20th +6 Extra Attack 4 11 4 3 3 3 2

Cure[edit]

You have a limited well of mana that you can draw on to heal your wounds. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Runic Knight level. Once you use this feature, you must finish a short or long rest before you can use it again.

Spellcasting[edit]

At the 2nd level, this class uses Wizard and Cleric spells and uses intelligence to cast them. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard or cleric spell you cast and when making an attack roll with one.

Dual Cast[edit]

Beginning at 2nd level, when you use your action to cast a cantrip, you can cast a different cantrip as a bonus action.

Runic[edit]

Starting at the 3rd level, when an enemy creature casts any spell, you can use this action to regain the highest, depleted spell slot on your spell table. This action can only be used as a reaction.

Once you use this feature, you must finish a long rest before you can use it again. The number of times you can this feature before a long rest increases to two when you reach the 11th level and three when you reach the 17th level, but only once on the same turn.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.

Extra Attack[edit]

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 when you reach 11th level in this class and to four when you reach 20th level in this class.

War Magic[edit]

Beginning at 7th level, when you use your action to cast a cantrip or a spell, you can make one weapon attack as a bonus action.

Arcane Barrier[edit]

Beginning at 9th level, you harness beneficial magics to create a magical force around yourself, increasing your AC by 1.

Arcane Charge[edit]

At 10th level, before an action, you gain the ability to teleport up to 30 feet to an unoccupied space you can see. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Extra Attack[edit]

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

The number of attacks increases to four when you reach 20th level in this class.

Heavy Armor Proficiency[edit]

Beginning at 11th level, you'll be able to equip heavy armor without consequence.

Improved War Magic[edit]

Starting at 15th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Improved Dual Cast[edit]

Beginning at 18th level, when you use your action to cast a cantrip or spell, you can cast one cantrip or spell as a bonus action.

Extra Attack[edit]

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Runic Knight class, you must meet these prerequisites: Strength 13 or Dexterity 13, Intelligence 13

Proficiencies. When you multiclass into the Runic Knight class, you gain the following proficiencies: light armor, medium armor, shields, clubs, daggers, light hammers, maces, quarterstaves, darts, greatswords, longswords, rapiers, scimitars, shortswords, whips


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