Rune Blade

Class Features

As a Rune Blade, you gain the following class features.

Hit Points

Hig Dice: 1d10 per Rune Blade level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Rune Blade level after 1st

Proficiencies

Armor:All armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Intelligence

Skills: Choose three from Arcana, Deception, History, Intimidation, Investigation, Nature, Performance, Persuasion, and Religion.

Equipment

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

The Rune Blade
The Rune Blade
LevelProficiency BonusFeatures
1st+2Primal Resuscitation, Primal Specialty
2nd+2Primal Capacitor
3rd+2Troop Specialization
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Ability Score Improvement
7th+3Troop feature
8th+3Ability Score Improvement
9th+4Runic Absorption (one use)
10th+4Troop feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement
13th+5Runic Absorption (two uses)
14th+5Ability Score Improvement
15th+5Troop feature
16th+5Ability Score Improvement
17th+6Primal Capacitor (two uses), Runic Absorption (three uses)
18th+6Troop feature
19th+6Ability Score Improvement
20th+6Extra Attack (3)

Primal Specialty

At first level, the Runecrafter who inscribed your Prime Rune wrote a little bit of her personality into it. You gain one of the following attributes. (You can't take the same Primal Specialty more than once, even if you later get to choose again)

Stubborn Ox

You have a +1 bonus to AC

Striking Crane

While wielding a melee weapon in one hand and your other hand is empty you have a +2 to attack rolls you make.

Harassing Wolf

When a creature within 5 feet of you attacks a creature other than you, you can use your reaction to impose disadvantage on the attack roll.

Primal Resuscitation

At first level, when you are reduced to 0 hit points but not instantly killed, your Prime Rune pours new life into you keeping you from dropping below 1 hit point. Your Prime Rune takes a while to recharge (you must finish a long rest before using this feature again).

Primal Capacitor

Starting at 2nd level, your primal rune begins to store energy within itself. Unleashing this energy allows you to push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus 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.

Troop Specialization

Congrats on completing your beginners orientation. Now that you are moving up into the higher divisions, it is time to choose your specialization.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, 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 by 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 and to four when you reach 20th level in this class.

Ability Score Improvement (lvl 6)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, 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 by 20 using this feature.

Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, 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 by 20 using this feature.

Runic Absorption

Beginning at 9th level, you may use your reaction to connect your Prime Rune to one element (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder). Your Prime Rune begins to absorb this element giving you resistance to that type of damage until the beginning of your next turn. You can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Extra Attack (3 total)

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.

Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, 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 by 20 using this feature.

Runic Absorption (2 total)

Beginning at 9th level, you can become resistant to one type of magic damage as a reaction for one round you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Ability Score Improvement (lvl 14)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, 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 by 20 using this feature.

Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, 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 by 20 using this feature.

Runic Absorption (3 total)

Beginning at 9th level, you can become resistant to one type of magic damage as a reaction for one round you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, 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 by 20 using this feature.

Extra Attack (4 total)

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.

Troop Specializations

Rune Blades were designed for combat. From shock troops that blast through enemy lines, to fine swordcraft designed for single duals, a Rune Blade has several interesting opportunities to specialize in.

Runic BattleMaster

In the middle of the battle you notice a line of knights cutting their way through the field. At their head strides a force of nature with her blade glowing crimson. As she cuts her way towards you one thing strikes you as stranger than the look on her face. Why is it that in the middle of a battle field you smell barbecue?

Elemental Weapon

Starting when you choose this archetype at level 3 choose one element of Fire, Cold, or Lightning. As a bonus action you can extend your Prime Rune up your arm and into your weapon causing it to deal 1d6 + Intelligence Modifier of that type of damage to each hit this round.

Improved Critical

Starting at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Additional Primal Specialty

At 10th level, your Prime Rune takes on a mind of its own. You can choose a second option from the Primal Specialty class feature.

Improved Elemental Weapon

Starting at level 15, your Prime Rune has mastered your chosen element giving your Elemental Weapon strikes an additional property.

Fire

Your strikes light your target on fire causing them to take 1 damage at the beginning of each of their turns. This damage stacks with additional hits but cannot exceed 20. The fire will go out if it runs out of fuel (target reaches 0 hit points), has no access to oxygen (is submersed in a non-burnable liquid like water), or is tended by a creature (Medicine check DC of current ongoing damage).

Cold

Your strikes sap the energy out of your target's limbs. For each hit your target's movement speed is slowed by 5 feet until the start of your next turn.

Lightning

Your strikes overload the nervous system of your target making them not be able to take any reactions until the start of their next turn.

Runic Control

Many have claimed that the biggest disadvantage of the Rune Blade is the sentience of the Prime Rune and the invasiveness of having such a rune on your body at all times. As a master Rune Blade you know the truth, the Prime Rune may be its own creature, but it is also a formidable ally. You may surrender your action to the Prime Rune allowing it to take control of your body. It will then perform one of the following (based on a die roll).

1d4Result
1Elemental Overload: a burst of your Prime Rune's elemental energy shoots out from the tip of your weapon in a 15 foot cone. All creatures within the cone must make a Dexterity saving throw taking 20d6 elemental damage on a fail or half on a success.
2Supreme Strike: Your Prime Rune guides your weapon in for the ultimate strike. You make a weapon attack with advantage. On a hit you deal three times the normal maximum damage of that weapon (with all multipliers and extra dice).
3Elemental Tornado: Your Prime Rune flairs out pure elemental damage. All creatures within 5 feet of you must make a dexterity saving throw taking 30d4 elemental damage on a fail or half as much on a success.
4Possessive Projection: Your Prime Rune flashes a strand forth to hit an enemy creature within 10 feet of you. Make an Intelligence Check + Proficiency ranged attack. If it hits, that target is possessed by your Prime Rune for 1 round and will act in the interests of the Prime Rune (normally your own interests, but at the GMs discretion).

You can use this feature twice per long rest.


Credits

Thank you Wolfe for the phenomenal job you did on this.

Runic Breacher

When the enemy is dug in and has all sorts of nasty magicians on hand, there is one Rune Blade who stands above the others. A shock troop designed to break the enemy defenses and hold them down while your ground troops rush in and take the position. The Runic Breacher does just that, disarms the traps, breaks the walls, and blocks access to Manak. Let the mayhem begin.

Pact Magic

Your Prime Rune has learned to thirst for magic. It remembers a few runes it's master had used and some of the techniques, but the magic seems to flow differently. All runes that you cast have a casting time of 1 action and a duration of instantaneous.

Interference

Magical runes are filled with your very essence of magic. Whenever they are in contact with you (such as being on armor you are wearing, a weapon you are wielding, or a stone you are standing on) they become inactive. In such a state they are very fragile, and any damage will destroy the rune. As soon as you are no longer in contact with the runed item (such as taking off the armor, passing or throwing the weapon, or stepping off the stone) then the rune reactivates and resumes behaving as normal. No time is subtracted from the life of a rune while it is in an inactive state.

An instantaneous rune is more delicate than other runes. If an instantaneous rune is inactive for more than 1 minute, then it fades from existence.

Non-stacking

If a rune is placed on an creature/object then no other runes may also be placed on that creature/object. Unless a rune says otherwise, its area of effect is a single continuous piece of material of less than 250 pounds. This may be a door made of a single piece of wood, a stone set in the floor, the blade of a sword, or even a piece of leather wrapped around the hilt of a sword.

Augmentation

Some runes are augmentation runes. Such runes are clearly labeled in their description. One augmentation rune can be applied to a normal rune. The augmentation can make the lines of the rune turn Invisible, make the rune only work for a specific individual or their descendants, or a number of other things. If the base rune is dispelled or otherwise destroyed then the augmentation goes as well. No normal means can dispel the augmentation without dispelling the main rune.

Hacking

Some augmentation runes lock a main rune to only work for specific individuals or in specific circumstances. A hacking rune is designed to overcome such an augmentation by carefully dispelling just the augmentation, or tricking the augmentation into believing the condition is met. Many Runecrafters view "Hacking" runes as an abomination and will work together to hunt down anyone who learns such skills.

("Hacking" runes are limited to the "Hacking" archetype, but are fundamental to the world of runes so they are mentioned here.)

Cooperation

Unlike other spellcasters, Runecrafters may work together to make a rune stronger than they can do by themselves. All Runecrafters involved must know the rune and expend a spell level strong enough to inscribe the rune. The resulting rune will have a duration equal to the sum of the durations for the spell levels used. It also becomes significantly more difficult to dispel than a rune made by a single caster. Specifically, all spell levels are individually recorded for that rune (such as 1+2+5).

They are individually recorded because only spell slots greater than those used can be used to dispel the combined rune. For example, using the Dispel Rune rune, a level 3 and a level 5 cooperatively cast would dispel the 1+2+5. However, two level 4s cooperatively cast would not be guaranteed to dispel the rune as a level 4 is not guaranteed to dispel a level 5. Similarly, a level 8 Dispel Magic would be capable of dispelling the 1+2+5.

The GM may choose to increase the effected range, or other attributes of a combined rune at her discretion.

Some may have already realized that getting 31 Runecrafters to cast a level 1 rune together would result in a rune that other spellcasters cannot dispel (as it would have a DC 31 and the maximum ability check is 30 by 5e definitions). Although this is true, getting such a large number of Runecrafters to work together is very difficult. GMs may choose to place such runes in the world. When players find one, they are cautioned to investigate why Runecrafters banded together to make such a powerful rune before figuring a way out to bypass such a rune.

Cantrips

You know two cantrips of your choice from the Rune Blade rune list. You learn additional Rune Blade cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Runic Breacher table.

The Runic Breacher

Spell slots

The Runic Breacher table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Runic Breacher runes of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

The Runic Breacher

Spells Known of 1st Level and Higher

At 3rd level, you know two 1st-level spells of your choice from the Rune Blade rune list.

The Runes Known column of the Runic Breacher table shows when you learn more Rune Blade runes of your choice of 1st level and higher. A rune you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 18th level, for example, you learn a new Rune Blade rune, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Rune Blade runes you know and replace it with another spell from the Rune Blade rune list, which also must be of a level for which you have spell slots.

Runecrafting Ability

Intelligence is your Runecrafting ability for your Rune Blade runes, so you use your Intelligence whenever a spell refers to your Runecrafting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Rune Blade rune you cast and when making an attack roll with one.

Rune save DC = 8 + your proficiency bonus + your Intelligence modifier

Rune attack modifier = your proficiency bonus + your Intelligence modifier

Runecasting Focus

You can use any writing implement as a Runecrafting focus for your Rune Blade runes.

Sacrificial Lamb

You may use an action to create an illusion of yourself that mirrors your height, weight, clothing, and body temperature right in front of you. It "walks" 90 feet (30 feet a turn) straight forward stopping if it encounters a wall or obstacle taller than 2 feet, but otherwise not reacting to anything around it (explosions, npcs, weapons).

Any sentient creature can easily tell that the image is not you by seeing a weapon attack pass straight through it without it reacting. As such the sacrificial lamb is not good at fooling sentient creatures, but it is great for setting off traps from (hopefully) a safe distance.

You must finish a short rest before using this ability again.

Inorganic Blast

You may use an action to cause your Sacrificial Lamb to explode dealing 20d6 force damage to inorganic objects within a 15 ft. radius. As this explosion only effects inorganic objects it will not injure any creatures (unless they happen to be made of stone or metal), but such a blast can be quite good at damaging physical structures such as walls, towers, bridges, and other strategic structures.

Sap Strength

You may place both hands on an object with a threshold damage and begin concentration on your Prime Rune. Your rune spreads out into object and begins eating the objects endurance. Each turn you maintain concentration, the threshold damage decreases by 10 up to a maximum daily consumption of 10 times your Rune Blade level.

If you do not feed your Prime Rune on a regular basis, it will eventually get hungry enough to spread out hunting while you sleep (GM's discretion).

Mana Feast

There are times when the enemy has far better and far stronger spell casters than you do... at such moments the best thing to do is sever all connection to Manak rendering spellcasting impossible.

You begin concentrating on expanding your Prime Rune. Your Prime Rune expands forth from your feet in a 40 ft. radius circle creating a net to intercept any mana flowing in from Manak. This net eats any non-manifested mana used for new spells or runes created within the zone (any attempt to do so results in the spell slot still being spent with the only result being a slight glowing of your Prime Rune), however spells cast from outside the zone will still have an effect if sent into the zone. Any spell that requires pulling more energy from Manak to maintain (concentration) is also interrupted.

No one knows what the Prime Rune does with all the mana it consumes. Some speculate that it uses the energy to speak with its far distant cousins, or that it is building up reserves for some great feat, but no theory has been confirmed.

You must finish a long rest before using this ability again.


Credits

Thank you Wolfe for the phenomenal job you did on this.

Runic Defender

As you look out over the market something odd catches your eye. A small black bow peaking just above a fruit stall, then another one. Suddenly 10 orcs rush out from behind there, dripping wet and covered in sewer filth pulling back their bows and about to release a volley. In shock you realize they are aiming towards the part of the market where your wife is shopping. Just as you fear the worst, a warrior in shining armor steps out of the market raising her hands as a strange shadow shoots across the pavement between the orcs and the crowd. Thinking that the pretty shadows are about the most pointless attempt at protection you have ever seen, you start rushing towards the orcs trying to kill them before they can unleash too many volley's, but knowing you will be too late. You hear a clatter from the side and look back to see the arrow's bouncing harmlessly off an Invisible wall above the pretty shadow on the ground. Could this be what the guards were whispering about? A strange female warrior with unknown abilities, but tremendous strength?

Readied Defense

Starting when you take the Runic Defender troop type at level 3, you may use a bonus action to take the Dodge action.

First in

Starting when you take the Runic Defender troop type at level 3, when your movement is towards an enemy, you may use a bonus action to Dash towards that enemy.

Dug In

At level 7, your Prime Rune has expanded to include a form of the Reinforce rune. After you have not moved for 2 rounds you may use an action to increase your AC by 5 until you move or are moved by 5 feet. You may not Dodge while Dug In is active.

Primal Armor

At level 10, your Prime Rune is tired of being slashed and having to heal those nasty scars. To protect its core, it expands into anything you wear reinforcing it against being cut open. While you are wearing clothing and/or armor you now have resistance to piercing and slashing damage.

Safe Zone

Starting at level 15 you may use an action, to begin concentrating on your Prime Rune. Your Prime Rune spreads out from your feet into the ground creating a 15 foot radius circular glyph. The primal rune may use an unlimited number of reactions (even multiple ones on the same turn) to throw any creature or object on top of it 10 feet out of the circle.

This effect lasts until 1 minute has passed, or your concentration is broken, or either of your feet leaves the ground.

You must finish a short rest before you can use this feature again.

You Shall Not Pass!!

Starting at level 18, you may use an action to begin concentrating on your Prime Rune. Your Prime Rune extends itself into the ground in a 40ft line of its choosing (normally your own, but at the GMs discretion). An Invisible shield extends 50 feet above the rune blocking everything that hits it (including spells, flying creatures, projectiles, etc.). Every time something hits the shield you need to make a concentration check to keep it up.

The extension of the primal rune fades when you have ceased contact with it for 2 rounds, or you loose concentration, or a minute has passed.

You must finish a long rest before you can use this feature again.


Credits

Thank you Wolfe for the phenomenal job you did on this.

Runic Tactician

Normally what you see is what you get. With the runic tactician, what you see is what she wants you to see. Is that 6 inch dagger in her hand real or is it just an illusion covering a 3 foot longsword? Is she really dressed in a ball gown, or is she wearing heavy armor? When she really wants to give you a headache, she may decide to make you see a lot more of her, or is that just because you stopped at the tavern for a dozen with some friends?

Strategic Positioning

Starting when you take the Runic Tactician troop type at level 3, after attacking a creature you may leave their zone of control without incurring an opportunity attack (even if your attack missed).

Which is What

Starting at level 7, you may use a bonus action to allow your Prime Rune to change the look of your weapon. You have advantage on attacks against any creature who did not see you transform your weapon. Any creature who saw the transformation must make a wisdom check of (DC = 8 + Proficiency + Intelligence) to figure out what you just did. Even knowing the trick, you still receive a +2 against such creatures (as trying to dodge your longsword while seeing a dagger is very difficult).

Its Called Style

Starting at level 10, your Prime Rune is concerned with what you look like. It is continuously spreading out and shaping an illusion around you to "enhance" your appearance to others. You may use an action to request your Prime Rune give you a specific appearance or clothing. A creature may see through your disguise with a Perception check of DC = 8 + Proficiency + Intelligence. They have advantage if they saw you transform.

Deadly Disguised

Starting at 15th level, your disguised weapon (Which is What) does 1d6 extra damage.

Confusing Defense

Starting at level 18, your Prime Rune has decided to be a bit more proactive in keeping its symbiont alive. If it feels itself being severely threatened (HP less than or equal to 1/4 of maximum) it will use its reaction to cast Mirror Image on you. As it is the Prime Rune casting this spell, it does not take your reaction, however their AC is based on your Dexterity.

Your Prime Rune may do this twice per long rest.


Credits

Thank you Wolfe for the phenomenal job you did on this.


Credits

Thank you Wolfe for the phenomenal job you did on this.