The Rune Knight
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Runes, Titan Fighting |
2nd | +2 | Personal Rune |
3rd | +2 | Rune School |
4th | +2 | Ability Score Improvement |
5th | +3 | Rune Armor |
6th | +3 | Runic Strike |
7th | +3 | Rune School Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Augemented Rune (2) |
10th | +4 | Rune School Feature |
11th | +4 | Improved Titan Fighting |
12th | +4 | Ability Score Improvement |
13th | +5 | Rune School Feature |
14th | +5 | Augmented Rune (3) |
15th | +5 | Felling Smash |
16th | +5 | Ability Score vement |
17th | +6 | Greater Titan Fighting |
18th | +6 | Rune School Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Mythic Rune |
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Class Features
As an Rune Knight, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per Rune Knight level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Rune Knight level level after 1st
Proficiencies
- Armor: Light, Medium, Heavy armors, Shields
- Weapons: Simple, Martial Weapons
- Tools: One artisan tool
- Saving Throws: Strength, Constitution
- Skills: Choose two
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chain Mail or (b) Chain Shirt, or (c) Studded Leather Armor
- (a) a Melee weapon and a Shield or (b) two melee Weapons
- (a) a Dungeoneer's Pack or (b) an Explorer's Pack
Runes and Rune Charges
A Rune Knight has knowledge of ancient magic known as Runes. Runes allow a Rune Knight to focus their magic to embue various benefits to themselves and other people. A Rune Knight knows a number of runes equal to their intelligence bonus and can activate a number per day equal to their intelligience bonus as well. Activating a Rune requires a bonus action, in addition, you must expend a rune charge and the target must be visible within 30ft. You regain all of your expended rune charges when you finish a short or long rest.
Titan Fighting
A Rune Knight is trained at dealing with the creatures of history, many of which are known to be massive beings towering over humanoids. Starting at 2nd level a Rune Knight may weild a weapon that is 1 size category larger than themselves. For each category increase a weapon deals additional damage, use the chart below to determine what your damage is based.
Weapon Damage Chart
Weapon Damage |
---|
1d4 |
1d6 |
1d8 |
1d10 |
1d12 |
2d6 |
2d8 |
2d10 |
2d12 |
3d6 |
3d8 |
3d10 |
Personal Rune
Starting at 2nd level a rune on their body expands, they gain a passive benifit based on the rune they choose. You gain an additional personal rune at 9th, and 14th level. You may not choose the same personal rune more than once. You must know the rune in order to choose it as your personal rune.
Rune School
Starting at 3rd level a Rune Knight chooses a particular set of Runes to study and improve on, you gain a Rune School Feature at 3rd, 7th, 10th, 13th and 18th level. There are 3 different rune schools. Protector, Slayer, and Specialist.
Rune Armor
As a Rune Knight your magic protects you against attacks, starting at 5th level you may use your intelligence instead of dexterity when determining your armor class.
Runic Strike
As the connection with your runes grows you learn to harness them in new ways, starting at 6th level you gain the ability to expend one of your rune charges to as an attack action make an attack that is beyond your normal capabilities. You send out a beam of blue and gold light from your wepaon at an enemy within 30ft of you.
Improved Titan Fighting
Starting at 11th level a Rune Knight may weild a weapon that is 2 size categies larger than themselves rather than 1. Consult the weapon damage chart under titan fighting to determine damage dealt.
Greater Titan Fighting
Starting at 17th level a Rune Knight may weild a weapon that is 3 size categories larger than themselves rather than 2. In addition you gain the ability as a bonus action to channel your strength into one massive attack. You may add 2x your profiency bonus to your next attack roll and 2x strength to damage rather than the normal 1x. When you use this ability you must wait until you complete a short or long rest before using it again.
Mythic Rune
At 20th level you gain access to a Mythic Rune of your choice, in addition you may choose a rune you already know (other than the mythic rune) as your primary rune, you do not have to expend a rune charge in order to activate your primary rune, in addition you gain the personal and augemented benefits if you do not already have them.
School of the Protector
The school of the protector focuses on runes that offer themselves and their allies bonuses to defense, health and armor class.
Improved Protection
Starting at 3rd level when you choose the school of The Protector, you may choose either the Rune of Protection or Rune of Healing and make one of them your Favored Rune, this grants you both the Augemented and Personal Rune benefits to the rune you chose. You can find these listed in the Rune List on the following page.
Rune Aura
Starting at 7th level you learn to harness your runic power outwards, as an action you may expend a rune charge to effect all allies within 30ft with a single rune you know.
Runic Shield
Starting at 10th level as an action you can transfer the power of your rune armor onto another creature until the end of their next turn.
Aura Surge
Starting at 13th level when you use your Rune Aura feature you may choose to increase the effect to 60ft from 30ft and cause the rune you activate to become augemented even if you do not have it selected as one of your Augemented Runes. Once you use this ability you must complete a long rest before using it again
Rune Wall
Starting at 18th level as an action you may summon a wall of force, 10ft thick, and 5ft x inteligience bonus long. On each 5ft square of the walls length, a rune of your choice appears, all allies standing within 5ft of the wall gain the benefit of whichever rune is placed on the closes 5ft square, when activated and at the start of each of your tuns while active. This lasts for 1 minute or until broken (10hp x Intelligence bonus, resistance to physical damage). You do not expend a rune charge and can choose the same or different runes to be placed on different parts of the way. The wall must be in a straight line, if there is not enough space to place the wall you cannot use this ability. Once you use this ability you must complete a long rest before using it again.
Rune List
Runes of the Senses
The following runes appear on your face and head, these enhance sense of sight, hearing, and ability to see and read that which may be invisible to others.
Rune of Sight
prerequisits: level 7th
Description: The target gains darkvision of 60ft for 1 minute, if the target already has darkvision their current darkvision range is increased by 30ft.
Personal Rune: You gain darkvision up to 60ft
Augemented Rune: The targets they gain true sight for the duration as well
Rune of Knowledge
Description: The target adds your intelligience modifier to their next skill check.
Personal Rune: Your intelligience is increased by +1 (to a maximum of 20)
Augemented Rune: In addition to your intelligence the target adds 1D4 to that skill check.
Rune of the Scripture
prerequisits: level 7th
Description: Target gains the ability to read 1 language for 5 minutes.
Personal Rune: You learn 2 additional languages
Augemented Rune: Duration increases to 10 minutes
Rune of the Hawk
prerequisits: level 10th
Description: The target gains their proficiency bonus on their next perception check made within the next minute.
Personl Rune: You gain proficiency in Perception, if you have proficiency in perception already you gain expertise instead.
Augemented Rune: The target gains double their proficiency bonus on their next perception check made within the next minute instead.
Runes of the Body
The following runes appear on your toros, legs, arms or back and enhance endurance, defenses, speed, and durability.
Rune of Healing
When Activated: Target regains 1D8 hit point
Personal Rune: You gain 2 additional hit points when you choose this as your personal rune and an additional 2 hit points when you level up every level after.
Augemented Rune: When you cast Rune of Healing the amount healed is equal to 2D8
Rune of Protection
When Activated: Target gains +1 AC until end of their next turn
Personal Bonus: You gain +1 to your Armor Class
Augemented Bonus: Target gains +2 AC rather than 1 until the end of their next turn
Rune of the Dragon
prerequisits: level 10th
Description: When you learn this Rune you choose an element. After casting this rune the target gains resistance on the chosen element until the start of your next turn.
Personal Rune: Your constitution is increased by +1 (to a maximum of 20)
Augemented Rune: You gain resitance against the chosen element as well.
Rune of Speed
prerequisits: level 7th
Description: The target is considered under the effect of the Haste spell until their next turn.
Personal Rune: Your speed is increased by 10 feet
Augemented Rune: The targes speed is increased by 5ft before the haste effect is applied.
Mythic Runes
In order to cast a mythic rune a Rune Knight must expend 2 Rune Charges. The range of a Mythic Rune is 60ft rather than the usual 30ft and all Mythic Runes unless instantaneous last for one minute.
Endurance
Description: The target regains 5 hit points x your inteligience bonus as well as gains +3 to their armor class and resistance to one type of damage for the duration.
Duration: Healing (Instentaneous), Armor (1 Min)
Danger Sense
Description: The target gains expertise on perception, insight, and investigation for the duration, in addition they gain advantage on their next initiative roll
Duration: 10 Minutes
Power
Description: The target gains +2 to strength for the duration, in addition they gain an additional base damage dice for attacks made with weapons when this is activated. For instance a longbow would deal 2D8 base damage rather than 1D8.
Duration: 1 Minute
Knowledge
Description: The target gains expertise on History, Nature, Religion checks for the duration, in addition they gain the ability to read all languages.
Duration: 10 Minutes