Runic Master (5e Class)

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Design Note: This class was designed to be as simple and refined as possible, replicating the fighter from older editions of D&D. As such, it has simple builds, few big mechanics, and no magic at all.

Creating a Rune Master[edit]

Trained in military tactics and weapon combat, you are a martial specialist, able to fight both at close and ranged distance, and to wear a variety of armors and weapons better than any regular combatant. Knights, soldiers, savage barbarians and mercenaries, all are different expressions of the fighter concept, the prime example of a warrior clad in armor, using their skills to defend realms, win battles or earn gold. But you learned to harvest the power of runes to your advantage creating devastating effects in combat.

Creating a Rune Master[edit]

Strength should be your highest ability score followed by Constitution.

Class Features

As a Rune Master you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Athletics

Equipment

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

  • (a) Leather armor or (b) chain armor
  • (a) two martial weapons or (b) martial weapon and shield
  • (a) Long bow and 20 arrows or (b) short bow and 20 arrows
  • (a) Adventurer's pack or (b) dungeoneer's pack

Table: The Rune Master

Level Proficiency
Bonus
Features
1st +2 Fighting Style,Second Wind
2nd +2 Action Surge
3rd +2 Rune Carver, Giants' Might, Bonus Proficiencies
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Runic Burst
8th +3 Ability Score Improvement
9th +4 Dominus
10th +4 Great Stature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Dominus (2)
14th +5 Ability Score Improvement
15th +5 Master of Runes
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Dominus (3)
18th +6 Runic Juggernaut
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

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

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind[edit]

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge[edit]

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

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.

Bonus Proficiencies[edit]

You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.

Rune Carver[edit]

You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table. Nearly all of the Runes found in the multiverse have deeper, more intricate forms which draw in a lot more power. They are referred to as "Empowered Ruens" most of them stay as permanent tattoos on the Rune Masters body.

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand.

Runes Known: 3rd lvl : 4 7th lvl : 6 10th lvl: 8 15th lvl: 10

Empowered Runes Known: 3rd lvl : 2 7th lvl : 3 10th lvl: 4 15th lvl: 5

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Hill Rune (7th Level or Higher). This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet. In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated. In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Blood Rune (7th Level or Higher). This rune commands the dark power of blood and the life force within creatures. While wearing or carrying an object inscribed with this rune, you gain a +2 bonus to hit points you restore to yourself when rolling hit dice or when using your Second Wind feature.

In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to draw the life energy from it: the target takes an additional 2d6 necrotic damage, and you regain a number of hit points equal to the necrotic damage dealt. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Death Rune (7th Level or Higher). This otherwise innocuous rune holds the heavy weight of the inevitability of death. While wearing or carrying an object inscribed with this rune, you have resistance to necrotic damage.

In addition, you can invoke the rune as a bonus action, channelling the spectre of death itself for 1 minute: you gain a +1 bonus to attack and damage rolls using weapons, and your weapon attacks gain an additional 5 feet of Reach. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Dragon Rune. This rune emulates the majesty of the giants’ ancient enemies: dragons. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being charmed or frightened.

In addition, you can invoke the rune as an action, bellowing with the aspect of a dragon. A number of creatures of your choice (equal to your proficiency bonus) within 30 feet of you must make a Charisma saving throw. Unless the save succeeds, the creatures are frightened of you for 1 minute; if they fail by 5 or more, they are stunned while frightened of you. They may repeat the saving throw at the end of each of their turns, ending the effect on a success. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Enemy Rune (7th Level or Higher). This rune marks you, taunting your foes with the presence of their most hated enemy. While wearing or carrying an object inscribed with this rune, you have advantage on weapon attack rolls against any creature that dealt damage to you in the last turn.

In addition, you can invoke the rune as a bonus action to raise a creature’s ire. A creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature has disadvantage on weapon attack rolls against all creatures other than you for 1 minute, or until you attack a creature other than it. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Friend Rune. This rune evokes friendship, putting all around you at ease. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (Performance) checks and Charisma (Persuasion) checks.

In addition, when a creature targets you with an attack, you may invoke this rune as a reaction to make yourself seem nonthreatening. The creature loses the attack, and will not target you again until you deal damage to it or its companions. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Journey Rune. This rune readies you for travel. While you are wearing or carrying an object inscribed with this rune, your walking speed increases by 10 feet, and you cannot become lost except by magical means.

In addition, you may invoke this rune as an action. For the next 10 minutes, your jumping distances are doubled, and you gain a climbing speed and a swimming speed of 20 feet each. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

King Rune. This rune holds the authority of one destined to rule. While you are wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (History) checks, and you may double your proficiency bonus for checks made to recall information about a location’s rulers and systems of government.

In addition, you may invoke this rune as a reaction to taking damage. The creature that damaged you must succeed on a Wisdom saving throw or fall prone, grovelling at your feet, and it cannot willingly stand up until the end of its next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Light Rune. This rune channels light, revealing secrets and banishing darkness. While you are wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Investigation) checks, and you may cast the light cantrip targeting that object only.

in addition, you may invoke the rune as an action, conjuring a flash of bright light: each creature within 15 feet of you must succeed on a Constitution saving throw or become blinded until the end of your next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Life Rune. This rune echoes with the knowledge of healers of ages past. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Nature) checks and Wisdom (Medicine) checks.

In addition, you may invoke this rune as an action to restore life to a creature you touch. You roll a number of d4s, equal to your proficiency bonus, and the creature regains hit points equal to the total rolled. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Mountain Rune. This rune holds the strength of the bones of the earth itself. While wearing or carrying an object inscribed with this rune, you have advantage on ability checks and saving throws to resist being knocked prone or moved against your will, and you gain tremorsense out to 10 feet.

In addition, you may invoke this rune as a reaction to taking damage, reducing the damage by 1d10 + your fighter level. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Sacred Rune (7th Level or Higher). This rune holds the world-shaking presence of the giant gods. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Religion) checks and you can speak, read, and write Celestial.

In addition, you may invoke this rune as an action to infuse yourself with heavenly might for 1 minute. You gain a flying speed of 30 feet, but you must end your movement each turn on solid ground or fall, and your weapon attacks deal an additional 1d4 radiant damage. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Shield Rune (7th Level or Higher). This rune protects its wielder from harm. While wearing or carrying an object inscribed with this rune, your armour class increases by 1 and you gain a +1 bonus to all your saving throws.

In addition, when you are targeted with an attack, you may invoke the rune as a reaction, gaining a +5 bonus to your armour class against that attack, and all further attacks until the start of your next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

War Rune. This rune evokes the vigilance of the practiced warrior. While wearing or carrying an object inscribed with this rune, you have advantage on initiative rolls, and on Wisdom (Perception) checks.

In addition, you may invoke the rune as an action, unleashing a mighty warcry. Until the start of your next turn, all friendly creatures that could hear your cry may roll 1d6 and add the result to each of their attack rolls and ability checks that use Strength or Dexterity. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Wind Rune (7th Level or Higher). This rune carries the power of the tempest within it. While wearing or carrying an object inscribed with this rune, you have resistance to lightning damage or thunder damage. You may choose which damage type each time you complete a long rest.

In addition, you may invoke the rune as an action, channelling a blast of wind in a 15-foot cone in front of you: all creatures in the area must succeed on a Strength saving throw or be pushed up to 15 feet away from you. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Strength Rune. (lvl Req. 10) This rune carries the might of giants within it. While wearing or carrying an object inscribed with this rune, your Strength Score and Constitution Score maximum increase to 22 instead of 20.

"Rune of Resilience" This rune comes in various shapes and formes based on its origin. Depending on its Origin you get different boni. While wearing or carrying an object inscribed with this rune you get one of the following benefits.

Shapes:

Metal : Enhances your Strength saving throws giving you proficiency in it (if you are not already proficient) and your proficiency bonus counts 1.5 times (eg. +2 on STR save, with 10 STR becomes a +3) Water : Enhances your Dexterity saving throws giving you proficiency in it (if you are not already proficient) and your proficiency bonus counts 1.5 times (eg. +2 on STR save, with 10 STR becomes a +3) Earth : Enhances your Constitution saving throws giving you proficiency in it (if you are not already proficient) and your proficiency bonus counts 1.5 times (eg. +2 on STR save, with 10 STR becomes a +3) Lightning: Enhances your Intelligence saving throws giving you proficiency in it (if you are not already proficient) and your proficiency bonus counts 1.5 times (eg. +2 on STR save, with 10 STR becomes a +3) Nature : Enhances your Wisdom saving throws giving you proficiency in it (if you are not already proficient) and your proficiency bonus counts 1.5 times (eg. +2 on STR save, with 10 STR becomes a +3) Sound : Enhances your Charisma saving throws giving you proficiency in it (if you are not already proficient) and your proficiency bonus counts 1.5 times (eg. +2 on STR save, with 10 STR becomes a +3)

In addition, you may invoke the rune as an reaction, to treat any roll on a saving throw from yourself or your allies as a 8 + your Constitution Modifier. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Due to its nature this rune can be taken multiple times but only once on each of the following levels. 3rd lvl: 1 7th lvl: 2 10th lvl: 3 15th lvl: 4

Empowered Fire Rune : This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 4d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 4d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Empowered Could Rune: This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage and become proficient or gain expertise, if you are already proficient in it, on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. In addition, when you or a creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 60 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest

Empowered Frost Rune: This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage and become proficient or gain expertise, if you are already proficient in it, on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +4 bonus to all ability checks and saving throws that use Strength, Constitution or Charisma. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Empowered Hill Rune: This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you are immune to poison damage. In addition, you can invoke the rune as a free action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Empowered Stone Rune: This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage and become proficient on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet. In addition, when a creature you can see ends its turn within 60 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw, the creature has disadvantage on the save, or if it is immune to the condition it loses its immunity. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Empowered Storm Rune: Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage and become proficient or gain expertise, if you are already proficient in it, in Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated. In addition, you can invoke the rune as a free action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 90 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Empowered Blood Rune: This rune commands the dark power of blood and the life force within creatures. While wearing or carrying an object inscribed with this rune, you gain a +4 bonus to hit points you restore to yourself when rolling hit dice or when using your Second Wind feature. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to draw the life energy from it: the target takes an additional 4d6 necrotic damage, and you regain a number of hit points equal to the necrotic damage dealt. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Empowered Death Rune: This otherwise innocuous rune holds the heavy weight of the inevitability of death. While wearing or carrying an object inscribed with this rune, you become immune to necrotic damage. In addition, you can invoke the rune as a free action, channelling the spectre of death itself for 1 minute: you gain a +2 bonus to attack and damage rolls using weapons, and your weapon attacks gain an additional 5 feet of Reach. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Empowered Dragon Rune: This rune emulates the majesty of the giants’ ancient enemies: dragons. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being charmed or frightened and any roll below 8 will be treated as an 8. In addition, you can invoke the rune as an action, bellowing with the aspect of a dragon. A number of creatures of your choice (equal to twice your proficiency bonus) within 60 feet of you must make a Charisma saving throw, they have disadvantage on that throw. Unless the save succeeds, the creatures are frightened of you for 1 minute; if they fail by 5 or more, they are stunned while frightened of you. They may repeat the saving throw at the end of each of their turns, ending the effect on a success. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Empowered Enemy Rune: This rune marks you, taunting your foes with the presence of their most hated enemy. While wearing or carrying an object inscribed with this rune, you roll three d20 on weapon attack rolls against any creature that dealt damage to you in the last turn and take the highest two. In addition, you can invoke the rune as a bonus action to raise a creature’s ire. A creature of your choice that you can see within 60 feet of you must make a Wisdom saving throw, they have disadvantage on that throw. On a failed save, the creature has disadvantage on weapon attack rolls against all creatures other than you for 1 minute, or until you attack a creature other than it. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Empowered Friend Rune: This rune evokes friendship, putting all around you at ease. While wearing or carrying an object inscribed with this rune, you have advantage and become proficient or gain expertise, if you are already proficient in it, in Charisma (Performance) checks and Charisma (Persuasion) checks. In addition, when a creature targets you with an attack, you may invoke this rune as a reaction to make yourself seem nonthreatening. The creature loses the attack, and will not target you again until you deal damage to it or its companions. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Empowered Journey Rune: This rune readies you for travel. While you are wearing or carrying an object inscribed with this rune, your walking speed increases by 20 feet, and you cannot become lost except by magical means. In addition, you may invoke this rune as an action. For the next day, your jumping distances are doubled, and you gain a climbing speed and a swimming speed of 40 feet each. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Empowered King Rune: This rune holds the authority of one destined to rule. While you are wearing or carrying an object inscribed with this rune, you have advantage and become proficient or gain expertise, if you are already proficient in it, on Intelligence (History) checks, and you may double your proficiency bonus for checks made to recall information about a location’s rulers and systems of government. In addition, you may invoke this rune as a reaction to taking damage. The creature that damaged you must succeed on a Wisdom saving throw or fall prone, grovelling at your feet, and it cannot willingly stand up until the end of its next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Empowered Light Rune: This rune channels light, revealing secrets and banishing darkness. While you are wearing or carrying an object inscribed with this rune,you have advantage and become proficient or gain expertise, if you are already proficient in it, on Intelligence (Investigation) checks, and you may cast the light cantrip targeting that object only. in addition, you may invoke the rune as an action, conjuring a flash of bright light: each creature within 30 feet of you must succeed on a Constitution saving throw or become blinded until the end of your next turn, they have disadvantage on this thow. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Empowered Life Rune:  This rune echoes with the knowledge of healers of ages past. While wearing or carrying an object inscribed with this rune, you have advantage and become proficient or gain expertise, if you are already proficient in it, on Intelligence (Nature) checks and Wisdom (Medicine) checks. In addition, you may invoke this rune as an action to restore life to a creature you touch. You roll a number of Hit Dice, equal to twice your proficiency bonus, and the creature regains hit points equal to the total rolled. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Empowered Mountain Rune: This rune holds the strength of the bones of the earth itself. While wearing or carrying an object inscribed with this rune, you have advantage on ability checks and saving throws to resist being knocked prone or moved against your will, and you gain tremorsense out to 30 feet. In addition, you may invoke this rune as a reaction to taking damage, reducing the damage by 2d10 + your fighter level. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Empowered Sacred Rune: This rune holds the world-shaking presence of the giant gods. While wearing or carrying an object inscribed with this rune, you have advantage and become proficient or gain expertise, if you are already proficient in it, on Intelligence (Religion) checks and you can speak, read, and write Celestial. In addition, you may invoke this rune as an action to infuse yourself with heavenly might for 1 minute. You gain a flying speed of 60 feet, but you must end your movement each turn on solid ground or fall, and your weapon attacks deal an additional 2d4 radiant damage. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Empowered Shield Rune: This rune protects its wielder from harm. While wearing or carrying an object inscribed with this rune, your armour class increases by 2 and you gain a +2 bonus to all your saving throws. In addition, when you are targeted with an attack, you may invoke the rune as a reaction, gaining a +5 bonus to your armour class against that attack, and all further attacks until the start of your next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Empowered War Rune: This rune evokes the vigilance of the practiced warrior. While wearing or carrying an object inscribed with this rune, you have advantage on initiative rolls, and you have advantage and become proficient or gain expertise, if you are already proficient in it,on Wisdom (Perception) checks. In addition, you may invoke the rune as an action, unleashing a mighty warcry. Until the start of your next turn, all friendly creatures that could hear your cry may roll 1d12 and add the result to each of their attack rolls and ability checks that use Strength or Dexterity. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Empowered Wind Rune: This rune carries the power of the tempest within it. While wearing or carrying an object inscribed with this rune, you become immune to lightning damage or thunder damage. You may choose which damage type each time you complete a long rest. In addition, you may invoke the rune as an action, channelling a blast of wind in a 30-foot cone in front of you: all creatures in the area must succeed on a Strength saving throw or be pushed up to 30 feet away from you and fall prone. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

Empowered Strength Rune ( lvl 15 req.): This rune carries the might of giants within it. While wearing or carrying an object inscribed with this rune, your Strength Score and Constitution Score maximum increase to 22 instead of 20. In addition, you may invoke the rune as a bonus action, channeling the might of giants into your body, increasing your strength and constitiution by 2 even if it would exceed your limit(eg. 20) for 1 minute.

Giants' Might[edit]

You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

You grow one size category, along with anything you are wearing. If you lack the room to become larger, your size doesn't change. You have advantage on Strength checks and Strength saving throws. On each of your turns, your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't 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.

Runic Burst[edit]

At 7th level, you learn to invoke your rune magic to protect yourself and your allies. When you or another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to create a burst of runic energy around the target reducing the damage taken by an amount of d6 equal to your proficiency bonus. Any excess damage block will be converted into temporary hit points.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Dominus[edit]

At 9th level, you gain the ability to renew one use of all of your class ressources (From this class(e.g Runes, Action Surge, Second Wind etc)).

Once you use this feature you can not do so again until you finish a long rest.

Great Stature[edit]

At 10th level, the magic of your runes permanently alters you. When you gain this feature, you become large. You also multiply your height by 1.5.

Moreover, the extra damage you deal with your Giant's Might feature increases to 1d10.

Dominus (2)[edit]

At 13th level, you gain the ability to renew two uses of all of your class ressources (From this class(e.g Runes, Action Surge, Second Wind etc))).

Once you use this feature you can not do so again until you finish a long rest.

Master of Runes[edit]

At 15th level, you can invoke each rune you know from your Rune Carver feature at will, rather than a limited number of times.

if your DM allows you to, you can also upgrade one of your runes to a unique level giving it your own touch. If so add a new or stronger passive effect and double all dice numbers.

Action Surge (two uses)[edit]

At 17th level, you can use Action Surge twice before a rest, but only once on the same turn.

Dominus (3)[edit]

At 17th level, you gain the ability to renew all uses of all of your class ressources (From this class(e.g Runes, Action Surge, Second Wind etc)).

Once you use this feature you can not do so again until you finish a long rest.

Runic Juggernaut[edit]

At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 2d10. Moreover, when you use that feature, your size can increase by two categories, and while you are that size, your reach increases by 10 feet.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the basic fighter class, you must meet these prerequisites: 13 Strength and 13 Constitution

Proficiencies. When you multiclass into the basic fighter class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons.

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