Sol Rune Fencer (5e Class)
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As a Sol Rune Fencer you have a supernatural bond with your favorite weapon, a weapon that you enchant with runes, or that you perhaps obtained that had previously been enchanted with such runes. (A variant of Rune Fencer (5e Class)).
Discovery of Runes
Runes can be found hidden in the most unexpected places, and they can look like meaningless cuts on stones even to the most experienced wizard, your experience in exploring ancient ruins and your knowledge of ancient cultures is unparalleled. The spells that you add to your runic weapon as you gain levels are each in the form of few specific runic characters coming from the research you conduct around ruins and in libraries, as well as from intellectual breakthroughs you have had about the way the runic characters interact. You might find other spells during your adventures. You could discover a runic spell recorded on the grave of an ancient mage king, for example, or out of luck on a pebble on the side of a river, or on the sword of an evil runeseeker you just defeated. Copying a spell into the runic weapon works exactly like a wizard spellbook, but you can't replace your runic weapon nor lose it, however you can create backups of your Rune Spell on stones or tablets even though it is usually not necessary.
As a Sol Rune Fencer you gain the following class features.
- Hit Points
Armor: all Armor, shields
Weapons: simple weapons, martial weapons
Tools: Choose one from smith's tools or woodcarver's tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, Athletics, History, Investigation, Nature, Perception, and Persuasion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) 2 martial weapons
- (a) 2 daggers or (b) 2 hand axes
- (a) chain mail or (b) Studded leather, longbow, and 20 arrows
- (a) a scholar's pack or (b) a dungeoneer's pack
- (a) a set of smith's tools or (b) a set of woodcarver's tools
|Features||Rune Casting Slots per Level|
|1st||+2||Rune Knowledge, Runic Weapon, Spellcasting||6|
|2nd||+2||Honing of Blade & Master||7|
|4th||+2||Ability Score Improvement||9|
|6th||+3||Enchanting Rune, Extra Attunement||12|
|7th||+3||Rune Secret feature||13|
|8th||+3||Ability Score Improvement||14|
|10th||+4||Rune Secret feature||16|
|12th||+4||Ability Score Improvement||19|
|15th||+5||Rune Secret feature||21|
|16th||+5||Ability Score Improvement||22|
|19th||+6||Ability Score Improvement||28|
- Rune Knowledge
You have advantage on Intelligence (History), Wisdom (Perception) checks and Intelligence (Investigation) checks to aid you in your quest to seek out hidden runes. Because of your pursuit of advanced knowledge in runes you may learn an additional language of your choice. You engrave a rune into your skin that enhances your natural defensive capabilities, adding your intelligence modifier to your AC.
When you reach 11th level your knowledge of ancient written languages reaches its peak and as such you can read all writing.
- Runic Weapon
You have a supernatural bond with your favorite weapon, a weapon that you enchanted with runes, or that you found or received already bearing ancient runes. When you get this feature choose one of your weapons, that weapon becomes your runic weapon.
Your runic weapon gains the following properties:
Indestructible. This weapon may not be broken, other than by means of a far more powerful magic. This weapon's weight increases by 10%, rounded up.
Teleporting. You can summon this weapon to a free hand as a bonus action on your turn, causing it to teleport instantly into your free hand.
The weapon has an additional two quirks. Choose these two quirks from the quirk table in chapter 7 of the Dungeon Master's Guide, discuss with your DM the details of the quirks. If you are not the creator of your runic weapon you might want to choose further details with your DM on the characteristics of the weapon's history from the creator and history tables as well. Your DM might want you to roll on these two tables instead of choosing.
Only you can attune to your runic weapon, if the quirks have any effect that requires attunement. If you die, the next person to pick up the weapon becomes its master and from then on only they can attune to this runic weapon. The runic weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You can change your weapon at any time by spending an amount of time equal to your your proficiency bonus (hours).
Studying the runes confers you magic power, runes are extremely concise and your runic weapon has enough space to contain all of the spells you will learn on your journey, growing more thoroughly inscribed as your repertoire of spells expands.
- Runic Weapon as Spellbook
When you get spellcasting at 1st level, your runic weapon contains six runes of your choice. You may choose six spells from the Sol Rune Fencer Spell list (located below on this page). As you discover further runes in your campaign you may learn a spell for each rune learned, and may cast these spells when you engrave these runes into your runic weapon at the cost of rune casting slots as explained below. (Consult with your DM to ensure that the discovery of runes is included in your campaign!)
- Preparing and Casting Spells
The Rune Fencer table shows how many rune casting slots you have to cast your runic spells. To cast one of these rune spell, you must expend a rune casting slot per casting of a runic spell. You regain all expended rune casting slots when you complete a long rest.
- Spellcasting Ability
Intelligence is your spell-casting ability for your casted runic spells, since you learn your runic spells through words. 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 any runic spell you cast and when making an attack roll with one.
Spell save DC = 8 + [Proficiency Bonus] + [Intelligence Modifier]
Spell attack modifier [Proficiency Bonus] + [Intelligence Modifier]
- Martial Somatic Components
You can perform the somatic components of spells even when your hands are occupied, provided your runic weapon is in one of your hands.
- Honing of Blade & Master
At the 2nd level, you can channel runic energies through your runic weapon. You may charge your runic weapon, using a rune casting slot, as an action, filling the chosen weapon with arcane energy. When your next attack resolves, unleash an additional 1d8 necrotic damage on your target in addition to your regular damage roll. At the 10th level, when you attack with a charged runic weapon you deal the additional 1d8 necrotic damage, and may choose to release the stored arcane energy, if you do, deal an further 1d8 necrotic damage.
- Rune Secret
When you reach 3rd level, your knowledge of runes reaches forgotten techniques to create enchantments with runes. Your choice grants you features at 3rd level and again at 7th, 10th and 15th level
- Ability Score Improvement
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 can’t increase an ability score above 20 using this feature.
- Extra Attack
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.
- Enchanting Runes
Starting at 6th level you discover new ways to place permanente runes to enchant your runic weapon permanently with great powers. Your runic weapon can have one enchanting rune of your choice, the enchanting runes provide their bonus only when you are attuned to your runic weapon. Your enchanting runes options are detailed at the end of the class description. The weapon can have a additinual enchanting rune when you reach 11th and 18th level.
- Extra Attunement
When you reach 6th level and again at 11th and 18th, you can attune to an additional magic item or runic weapon.
- Magical Rampage
At 14th level, you can focus your weapon's fury towards the runic spells engraved on it. When you hit a creature with a weapon attack, you can cast as a bonus action a spell that has a casting time of 1 action.
- Permanent Runes
When you reach 20th level you learn how to instil the power of your runes by engraving them on anything that they can affect. When you cast a spell with a duration that is not "instantaneous", add to the components needed a diamond inlaid scalpel worth at least 5,000 gp, which the spell consumes, if you do, the duration becomes "until dispelled". If the spell required concentration, it doesn't require it anymore. Any other condition for the spell to end specified in the spell description makes the spell end as usual. The target of the spell needs to stay still for the whole duration of the casting time or the spell fails and the components are consumed, an unwilling creature can only be affected if properly restrained. As long as the spell is affecting the target, it has a rune or various runes drawn or carved into it and emanating a faint glow.
To use runes it is necessary to carve them on something. Usually runeseekers carve runes on stones and on their runic weapon, however, with the advancement of their studies they discover new ways to inscribe runes, either as an improved way to carve on their weapon or new methods to inscribe runes on different things.
Rune fencers that choose this path seek to become master weapon crafters, trying to transform their runic weapon into the perfect weapon. Their crafting technique becomes so advanced and precise that the decorated runes carved on the runic weapon can instil life. Sometimes called mastersmiths or arcane artisans, these runeseekers often seek to recreate long lost techniques of weapon crafting by finding ancient artifacts or forgotten ancient guides.
- Master Artisan
At 3rd level, you gain proficiency with smith's tools or woodcarver's tools if you are not proficient in both already. Your proficiency bonus is doubled for any ability check you make that uses either of the two proficiencies.
- Awakened Runic Weapon
At 3rd level your runic weapon becomes a sentient magic item that can communicate with you by transmitting emotions and it can sense the surrounding world with 30 feet of blindsight. You can decide the runic weapon's Intelligence, Wisdom and Charisma scores by assigning the following scores in the order that you prefer: 14, 10, 8. Decide the weapon's personality traits by choosing them from the backgrounds in Chapter 4 in the Player's Handbook. The weapon remembers everything that happened to it from the moment it was created. At levels 7th, 10th and 15th the weapon's conscience and perception will grow in various ways. At 7th level it will be able to communicate with you telepathically while it is able to perceive your presence, its blindsight grows to 60 feet. At 10th level the weapon becomes able to produce sounds and speak two languages of your choice, its blindsight grows to 90 feet. At 15th level the weapon becomes able to communicate telepathically with anyone it is able to perceive the presence of, its blindsight grows to 120 feet. At levels 7th, 10th and 15th you can increase one of its ability scores of your choice by 4, or you can increase two ability scores of your choice by 2. As normal, you can’t increase an ability score above 20.
- Sculpt Elemental Burst
At 7th level your runic weapon can create pockets of relative safety within the effects of your elemental bursts. When you use your elemental burst you can choose a number of creatures equal to the expended runes points or less. The chosen creatures are immune to the damage of your elemental burst.
- Improved Elemental Burst
At 10th level your runic weapon learns how to release its energy with even more might at your command. Your elemental bursts now affect a 20-foot radius sphere centered on the creature you hit, instead of a 10-foot one.
- Ultimate Affinity
At 15th level you and your runic weapon reach perfect mental coordination that lets you grant to the weapon the chance of moving freely on its own. You can move your runic weapon magically as long as your hands are free and the runic weapon is within 5 feet of you, in combat you can attack as if using your hands without having to move a muscle. When you hit a creature with a weapon attack using your runic weapon, the weapon goes on a sudden and brief frenzy, attacking other enemies around the creature, temporarily exiting out of the area where you can wield the weapon magically in normal conditions. Choose any number of other enemies in a 20-foot radius sphere centered on the creature you hit. If the original attack roll would hit any of the chosen creatures, it takes damage equal to the damage you dealt to the creature you hit first. The damage is of the same type dealt by the original attack. Ranged runic weapons are able to control their projectiles to achieve the same result. this can only be done once per turn and does not count as your action but your weapons action so you still get your two attacks.
Runic Spell List
1st Level Runic Spells
- Charm Person
- Chill Touch
- Chromatic Orb
- Color Spray
- Comprehend Languages
- Cure Wounds
- Dark Orb
- Detect Magic
- Disguise Self
- Expeditious Retreat
- False Life
- Feather Fall
- Fog Cloud
- Hunter's Mark
- Inflict Wounds
- Mage Armor
- Magic Missile
- Purify Food and Drink
- Ray of Frost
- Silent Image
- True Strike
- Witch Bolt
- Alter Self
- Cloud of Daggers
- Crown of Madness
- Detect Thoughts
- Enhance Ability
- Gust of Wind
- Hold Person
- Mirror Image
- Misty Step
- Phantasmal Force
- Scorching Ray
- See Invisibility
- Spider Climb
- Dispel Magic
- Frost Ball
- Gaseous Form
- Hypnotic Pattern
- Lightning Bolt
- Major Image
- Protection from Energy
- Sleet Storm
- Stinking Cloud
- Water Breathing
- Water Walk
- Bane Bow
- Dimension Door
- Dominate Beast
- Greater Invisibility
- Ice Storm
- Animate Objects
- Cone of Cold
- Dominate Person
- Frozen Defenses
- Hold Monster
- Insect Plague
- Teleportation Circle
- Wall of Stone
- Arcane Gate
- Chain Lightning
- Circle of Death
- Globe of Invulnerability
- Mass Suggestion
- Move Earth
- True Seeing
- Delayed Blast Fireball
- Finger of Death
- Fire Storm
- Plane Shift
- Prismatic Spray
- Reverse Gravity
- Dominate Monster
- Incendiary Cloud
- Power Word Stun
- Meteor Swarm
- Power Word Kill
- Time Stop
Prerequisites. To qualify for multiclassing into the Rune Fencer class, you must meet these prerequisites: Strength 13 and Intelligence 13, or: Strength 14, Dexterity 14 and Wisdom 14.
Proficiencies. When you multiclass into the Rune Fencer class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons