Rune Knight (5e Class)

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Rune Knight[edit]

Creating a Rune Knight[edit]


Quick Build

You can make a Rune Knight quickly by following these suggestions. First, Choose Strength as your highest ability score, followed by Constitution. Second, choose the clan crafter background. Third, choose a martial weapon and artisan's tools.

Class Features

As a Rune Knight you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor, heavy armor
Weapons: Martial Weapons
Tools: Smith’s Tools, Mason’s Tools
Saving Throws: Strength, Constitution
Skills: Choose two from: Athletics, Arcana, History, Survival, Deception

Equipment

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

Table: The Rune Knight

Level Proficiency
Bonus
Features Active Runes Known Runes
1st +2 Runes, Runic Style 4 1
2nd +2 Earthen Might 4 1
3rd +2 Runic Archetype 4 1
4th +2 Ability Score Improvement 6 2
5th +3 Extra Attack (1) 6 2
6th +3 Rune Overlay 6 2
7th +3 Runic Archetype Feature 8 3
8th +3 Ability Score Improvement 8 3
9th +4 Boon of Gaia 8 3
10th +4 Runic Archetype Feature 10 4
11th +4 Extra Attack (2) 10 4
12th +4 Ability Score Improvement 10 4
13th +5 Grasp of the Earth 12 5
14th +5 Enduring Runes 12 5
15th +5 Runic Archetype Feature 12 5
16th +5 Ability Score Improvement 14 6
17th +6 Extra Attack (3) 14 6
18th +6 Runic Archetype Feature 14 6
19th +6 Ability Score Improvement 16 7
20th +6 King of Terra 16 7

Runes[edit]

Starting at 1st level, you may craft and use Runes using your Smith's Tools or Mason's Tools. Runes can be applied to weapons or armor using your Smith's Tools. You may also lay them as traps using your Mason's Tools. Rune Traps must be activated by touch either by stepping on them or touching them carelessly. If a Rune Trap is activated, Each creature within the Rune Trap range must succeed on a Rune Trap saving throw or take the full damage amount. A rune lasts until activated, if it is overwritten by another rune, when you take a long rest, or if it is destroyed. Runes can be destroyed by a DC 13 Intelligence check. (Runes are located at the bottom of the page below the archetypes.)

Rune Traps save DC = 8 + your Strength modifier + your Constitution modifier.

Runic Style[edit]

Starting at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Runic Style option more than once.

Improved Defense

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

Dueling

When you are wielding a melee weapon imbued with a Rune 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 be imbued with a Rune and have the two-handed or versatile property for you to gain this benefit.

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 imbued with a Rune.

Two-Weapon Fighting

When you engage in two-weapon fighting while both are imbued with Runes, you can add your ability modifier to the damage of the second attack.

Earthen Might[edit]

At 2nd level, you may activate Earthen Might. Earthen Might causes you to physically increase in size becoming one size category larger for a minute while also gaining advantage on attack rolls and grapple checks on creatures the same size or smaller than you. It automatically ends if you are Incapacitated or if dispel magic is used. You may use this feature twice, but afterwards you cannot use it again until you complete a long rest.

Runic Archetype[edit]

At 3rd level, you may choose an archetype. Choose between Rune Wall, Runic Champion, and Rune Trapper all detailed at the end of the class description. Your archetype grants you features at 3rd and again at 7th, 10th, 15th, and 18th levels.

Ability Score Improvement[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 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 17th level in this class.

Rune Overlay[edit]

Starting from 6th level, through careful crafting, you may place two runes on the same weapon, armor, or trap that already has a rune on it, by making a DC 15 Strength check. upon a success, both runes remain active, and upon a failure, both runes are destroyed.

Boon of Gaia[edit]

At 9th level, Earthen Might now also adds your Strength modifier to your AC. You gain temporary hit points equal to your Constitution modifier at the start of your turn, which lasts until the end of combat.

Grasp of the Earth[edit]

Upon reaching 13th level, Earthen Might now gives your Runed Melee weapons the reach property and adds an additional 30 feet of range to any Runed Ranged weapons you wield. Any weapon attacks imbued with a Rune gain +2 bonus to damage rolls, and an additional damage die.

Enduring Runes[edit]

Upon reaching 14th level, your Runes no longer fade unless triggered, overwritten, or dispelled.

King of Terra[edit]

Upon reaching 20th level, Earthen Might now makes increases your size by two size categories. In addition, you gain resistance to nonmagical damage, and you no longer have a time limit on Earthen Might. You may use this feature a number of times equal to your Strength modifier, but afterwards you cannot use it again until you complete a long rest.

Rune Wall[edit]

Runic Defense

At 3rd level, Any ally with an Armor Rune currently active and is within 30 feet, gains a +3 to their AC and you may choose to take half of the damage they may take, reducing the damage they take by that amount.

Rune Energy

At 7th level, you gain temporary hit points equal to half your Rune Soldier level at the start of your turn while you have at least one Rune of any kind active. These temporary hit points last for the duration of combat.

Rune Shielding

At 10th level, all allies within a 20 foot range, gain your current Armor Rune's resistances. Should they leave the range of the Rune Shielding, they retain the effects of the Rune until the start of their next turn.

Rune Empowerment

At 15th level, you gain double the effect from your Armor Runes activation, and the range on your Armor Runes activation increases by 15 Feet.

Runic Heart

18th level-Gain immunity to the damage type your Armor Rune specifies. Any Armor Runes on your armor are permanent, and can no longer can be dispelled. Anyone else using your Armor Runes upon being hit and making a DC 18 Constitution check your Armor Runes will discharge and remain active up to two additional times. Failing the check results in the rune being used as normal.

Runic Champion[edit]

Runic Fighter

At 3rd level, gain a second Runic style.

Runic Strength

At 7th level, activate your Weapon Runes and add half the resulting score rolled to Strength and Constitution checks and saving throws.

Runic Healing

At 10th level- Activate your Armor Runes, and heal by the resulting amount rolled.

Runic Brutality

At 15th level, gain two additional damage die to your weapons imbued with Weapon Runes, and they ignore nonmagical resistances.

Runic Weaponry

18th level- Your Weapon Runes can activate an additional three times before deactivating. In addition, you can choose one weapon you own and personally use, Any Weapon Runes you placed on this are permanent unless dispelled or overwritten.

Rune Trapper[edit]

Intuition

At 3rd level, you gain advantage on checking for any traps and saving throws on traps you do set off, and people you consider allies cannot set your Rune Traps unintentionally.

Personalized Runes

At 7th level, you gain the ability to sense anyone near your Rune Traps and may remotely activate your Rune Traps, and their range is increased by 15ft.

Compressed Runes

At 10th level, Your Runes Traps gain an additional damage die and ignore nonmagical resistance.

Quickened Runes

At 15th level you may set two Rune Traps at the same time, as well, you can set your Rune Traps as a bonus action.

Trigger Happy

At 18th level, You can set off your Rune Traps a number of times equal to your Constitution modifier. After activation, upon succeeding a DC 15 Constitution check, the Rune Trap is automatically replaced with the same Rune Trap, and can be activated again as a bonus action.

Runes[edit]

  • Storm
    • Weapon: adds 2d6 thunder damage.
    • Armor: resistance to thunder damage and deal 1d4 thunder damage to whoever attacked you.
    • Trap: deals 6d6 thunder damage in a 25 foot sphere centered on the rune to whoever sets it off & the surrounding area.
  • Flame
    • Weapon: ignites whatever you hit dealing 1d6 fire damage that lasts for 5 rounds.
    • Armor: resistance to fire damage and deal 1d4 fire to whoever attacked you
    • Trap: a stream of fire that deals 5d6 fire damage in a 20ft cylinder.
  • Frost
    • Weapon: 5d4 cold damage and minus 20 movement speed to whoever you hit.
    • Armor: resistance to cold and deal 1d4 to whoever attacked you
    • Trap: 8d4 cold damage in a 25 foot cone, if the victim takes more than 25 damage from it the trap freezes them solid and incapacitates them.
  • Force
    • Weapon: 3d6 force damage.
    • Armor: resistance to force damage and deal 1d4 to whoever attacked you.
    • Trap: creates an invisible wall that only people you let through can pass.
  • Shock
  • Shadow
    • Weapon: 1d8 necrotic damage, 4d8 to Celestials.
    • Armor: resistance to necrotic damage and deal 1d4 necrotic damage to whoever attacked you.
    • Trap: Celestials must make a DC 18 Template:5A at disadvantage and upon failure are unable to move until the trap is destroyed, and take 2d8 necrotic damage each turn in the trap.
  • Light
    • Weapon: 2d6 radiant, 5d6 to Fiends and Undead.
    • Armor: resistance to radiant damage and deal 1d4 radiant to whoever attacked you.
    • Trap: Fiends and Undead must make a DC 18 Template:5A at disadvantage and upon failure are unable to move until the trap is destroyed, and take 5d6 radiant damage each turn in the trap.
  • Mind
  • Toxin

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Rune Soldier class, you must meet these prerequisites: Strength of 13.

Proficiencies. When you multiclass into the Rune Soldier class, you gain the following proficiencies: Smiths tools

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