Rune Fencer v2

by infinityshift

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Rune Fencer 2.3

An elf squares off against a group of orcs, griping her blade. She traces a practiced hand gesture in the air, leaving a faint trail of energy. Finishes the symbol, she is filled with a rush of elemental energy, ready to face her foes.

A dwarf brings his axe down with a mighty roar against a magical barrier while his foe laughs behind it. He smiles as the cracks form and the magic shatters.

insert more lore here.

The Rune Fencer
Level Proficiency Bonus Elemental Damage Technique Points Features
1st +2 1d6 Primordial Runes, Runic Sight
2nd +2 1d6 2 Techniques, Fighting Style
3rd +2 1d6 2 Runic Calling
4th +2 1d6 3 Ability Score Improvement
5th +3 2d6 3 Heart of the Elements
6th +3 2d6 4 Calling Feature
7th +3 2d6 4 Foil
8th +3 2d6 5 Ability Score Improvement
9th +4 3d6 5 Element Shift, Soul of the Elements
10th +4 3d6 6 Calling Feature
11th +4 3d6 6 Dual Rune
12th +4 3d6 7 Ability Score Improvement
13th +5 4d6 7 Counter Attack
14th +5 4d6 8 Pierce Resistance
15th +5 4d6 8 Calling Feature
16th +5 4d6 9 Ability Score Improvement
17th +6 5d6 9 Elemental Aegis
18th +6 5d6 10 Calling Feature
19th +6 5d6 10 Ability Score Improvement
20th +6 5d6 10 Elemental Sforzo

Class features

As a rune fencer, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per rune fencer level
  • Hit points at 1st level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per rune fencer level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from Athletics, Acrobatics, Arcana, Insight, Investigation, Perception, and Survival.

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) a longsword or (b) any martial melee weapon
  • (a) a dungeoneer's pack and two daggers

Primordial Runes

At 1st level you learn two primordial runes from the following list: Air, Earth, Fire, Water, Lightning or Ice. These runes allow you to call on the elemental forces of the multiverse and harness them.

As a bonus action you write this rune in the air before you with a free hand and are empowered by harboring this element within yourself for one minute.

While you are harboring a primordial rune, you deal an extra 1d6 damage with the first melee attack you hit with each round and are resistant to elemental damage based on the rune described below. The bonus damage increases to 2d6 at 5th level, 3d6 at 10th level, 4d6 at 13th level and 5d6 at 17th level. While you are harboring a primordial rune, you may not use this feature again to replace it.

  • Air Rune - Thunder Damage and Poison Resistance
  • Earth Rune - Poison Damage and Lightning Resistance
  • Fire Rune - Fire Damage and Cold Resistance
  • Ice Rune - Cold Damage and Thunder Resistance
  • Lightning Rune - Lightning Damage and Acid Resistance
  • Water Rune - Acid Damage and Fire Resistance

Runic Sight

Also at 1st level, you gain the ability to sense magical writings close to you. As an action, until the end of your next turn you know the location of any magical writing such as scrolls, spell books, glyphs or sigils within 60 feet of you that is not behind total cover. You also know any elemental property of the source, if any. You can use this feature a number of times equal to 1 + your Intelligence modifier. You regain all expended uses when you finish a long rest.

Techniques

At 2nd level, your prowess with a weapon begins to shine. This skill is represented by a number of technique points. Your rune fencer level determines the number of technique points you have as shown in the Technique Points column on the Rune Fencer table.

You spend these points to fuel various features. You begin knowing two such features: Swordplay and Lunge. Only one technique may be used as part of an attack. You learn more technique features as you gain levels.

When you spend a technique point, it is unavailable to you until you finish a short or long rest, at the end of which you regain all expended uses.

Swordplay

If you miss with an attack, you can spend 1 technique point to make a new attack roll. You must use the new result.

Lunge

When you make an attack with a melee weapon, you can spend 1 technique point to increase your reach for that attack by 5 feet.

Fighting Style

Defence

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.

Runic Calling

At 3rd level, you choose a calling that will best use your knowledge of your primordial runes. Choose Spell Breaker, Runeweaver or Conduit, each of which are detailed at the end of the class description. The calling you choose grants you features at 3rd level and again at 6th, 10th, 15th and 18 level.

Heart of the Elements

At 5th level, you learn an addition primordial rune. Additionally, while you are harboring an element you gain access to one of the abilities described below. These effects last for up to one minute or until you are no longer harboring the appropriate element. You can use this feature twice between long rests.

Saving Throws. Some heart of the element abilities require your target to make saving throws to resist the effect. The saving throw is calculated as follows:

Heart Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Heart of Air. As an action you may cast fly on yourself without expending a spell slot or requiring material components.

Heart of Earth. As a bonus action you gain a number of temporary hit points equal to your rune fencer level + your Constitution modifier.

Heart of Fire. As an action you conjure flames around yourself. Any creature that hits you with a melee attack takes fire damage equal to you intelligence modifier.

Heart of Ice. As an action you call ice around the feet of a creature you can see. The creature makes a dexterity saving throw. If they fail they become restrained for a number of rounds equal to your intelligence modifier, if they succeed this ability has no effect. On their turn the target can spend an action to attempt to break free of the ice with either a Strength (athletics) or Dexterity (acrobatics) check against your Heart save DC.

Heart of Lightning. As an action, choose a square within 30 feet of you that you can see. You move in a straight line to that square. This movement does not provoke opportunity attacks and creatures in your path do not block this movement. Any creature in this path makes a dexterity saving throw. On a failed save they take 4d6 points of lightning damage and half as much on a successful save. This damage increases to 6d6 at 11th level and 8d6 at 17th level.

Heart of Water. As an action you surround yourself in a reflective aura of water. You cast invisibility without expending a spell slot or requireing material components. You can only target yourself with this ability.

Foil

At 7th level, when another creature that you can see hits with an attack, as a reaction you can spend 2 technique points to halve the attack's damage against you.

Element Shift

At 9th level, as a reaction you can change your harbored element to a different primordial rune that you know. If you are under the effect of one of the abilities of Heart of the Elements when you change your primordial rune, that effect ends. You can use this feature once until you finish a short or long rest. At 15th you may use this ability twice between rests.

Soul of the Elements

At 9th level you learn an additional primordial rune. This rune may be chosen from any previous choices or two new primordial runes, Light and Dark. Each of these new runes also has a new ability for the Heart of the Elements feature. Additionally, you may use Heart of the Elements three times before needing a long rest.

Light Rune - Radiant Damage and Necrotic Resistance

Heart of Light. As an action you emit a blinding flash of radiant light. Choose a creature within 30 feet of you that can see you, they must make a constitution saving throw. If they fail they are blinded for a number of rounds equal to you intelligence modifier, and suffer no effect if they save. An effected target may attempt the saving throw again at the end of each of its turns to end the effect. At 17th level this ability can target up to two creatures within range.

Dark Rune - Necrotic Damage and Radiant Resistance

Heart of Dark. When you hit with a melee attack and deal your additional necrotic damage, you heal a number of hit points equal to the amount of necrotic damage and the target must make a constitution saving throw. On a failed save, they gain one level of exhaustion and suffer no additional effect on a successful one.

Dual Rune

When you use your primordial rune ability you may harbor two runes instead of one. You gain all the benefits of both runes except that when you deal your elemental damage you must choose one damage type to use for that attack.

When you use the Element Shift feature you may change one or both of the runes.

Counter Attack

At 13th level, when another attacks you with a melee attack, as a reaction you can spend 2 technique point to make a melee attack against the creature.

Pierce Resistance

At 14th level, as a bonus action, you cause a creature within 30 feet that you can see to lose resistance to the damage of your harbored element until the end of your next turn. Once you use this feature, you cannot use it again until you finish a long rest.

Elemental Aegis

At 17th level, you gain immunity to the elemental damage your harbored element is resistant to.

Elemental Sforzo

At 20th level, as an action, you can emanate an aura of your harbored element. For 1 minute, you emit a 30-foot radius aura. Any enemy that begins its turn in this aura takes 10 damage of your harbored element and any ally within the aura has the damage resistance of your harbored element.

Runic Calling

Rune Fencer's spend much of their time studying the primordial languages of the outer planes and drawing power from them. As a Rune Fencer you must decide how you will use this knowledge. Perhaps your fundamental understanding of the primal forces leads you to understand how dangerous magic is and you will join the calling of the Spell Breaker. Or perhaps you use this knowledge to cast spells in ways never seen before as a Runeweaver.

Spell Breaker

You have trained to be a relentless force on the battlefield and a bane of mages.

Onslaught

At 3rd level, when you take the attack action, as a bonus action you can spend 1 technique point to make an attack. You also gain proficiency with heavy armor.

Stoic Posture

At 6th level, you have advantage on saving throws against fear effects. You also gain proficiency with the intimidate skill.

Spell Shatter

At 10th level, as an action, you spend a use of your Heart of the Elements ability and you make a strength ability check against a magical effect. The DC is equal to 10 + the spells level. On a success the spell ends. Once used, you must finish a long rest before you can use Spell Shatter again.

Overwhelm

At 15th level, when you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw to maintain its concentration.

Unyielding

At 18th level you have advantage on saving throws from spells.

Runeweaver

Insert lore about casting spells.

Runeweaving

At 3rd level, you augment your combat abilities by casting spells. See chapter 10 of the Player's Handbook for the general rules for spellcasting and the end of this document for the Runeweaver spell list.

Cantrips. You learn two cantrips of your choice from the Runeweaver spell list. You learn a third cantrip at 10th level.

Spell Slots The Runeweaver Spellcasting 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 runeweaver spells 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.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the runweaver spell list.

The Spells Known column of the Runeweaver spellcasting table shows when you learn more runeweaver spells of your choice of 1st level and higher. A spell 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 11th level, for example, you learn a new runeweaver spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the runweaver spells you know and replace is with another spell from the runeweaver spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Intelligence is your spellcasting ability for your runeweaver spells, so 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 a runeweaver spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Runeweaving Focus

At 3rd level, you inscribe each of your known primordial runes onto your weapon. While you are harboring a primordial, your weapon can be used as your spellcasting focus (found in chapter 5 of the Player's Handbook) for your spells. Additionally, while you are harboring your primordial rune, you use your Intelligence, rather than Strength or Dexterity, for attack and damage rolls with the weapon.

Arcane Insight

At 6th level, your knowledge of the elements aids in your understanding of the arcane. You gain proficiency in the arcana skill. If you are already proficient you gain expertise with the arcana skill.

Elemental Resonance

At 10th level, when you cast a spell that deals the damage damage type as your harbored primordial rune, you deal additional damage equal to your Intelligence modifier. if the spell has more than one target, apply this damage to only one of them.

Expanded Runic Knowledge

At 15th level, you gain an additional use of Heart of the Elements between long rests and you learn an additional primordial rune. This rune may be chosen from any previous choices or a new choice, Force

Force Rune - Force Damage and Psychic Resistance

Heart of Force. As an action, you can spend two uses of Heart of the Elements to cast Wall of Force without expending a spell slot or requiring material components.

Runeweaver Spellcasting
Rune Fencer Level Cantrips Known Spells Known Spell Slot Spell Level
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 2 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 2 2nd
10th 3 5 2 2nd
11th 3 6 2 2nd
12th 3 6 2 2nd
13th 3 7 2 3rd
14th 3 7 2 3rd
15th 3 8 2 3rd
16th 3 8 2 3rd
17th 3 9 2 3rd
18th 3 9 2 3rd
19th 3 10 2 4th
20th 3 10 2 4th

Elemental Mastery

At 18th level, you gain an additional use of Heart of the Elements between long rests and you may use any of the abilities of Heart of the Elements, provided you know the appropriate primordial rune, regardless of what primordial rune you are harboring.

Conduit

Those who follow the calling of the conduit are able to share their primordial runes power with others.

Shared Heart

At 10th level your links become stronger and you are able to share more of your primordial rune's power. When you use your Heart of the Elements feature you may use it as though one of your linked creatures was yourself. These effects last for the normal duration of up to one minute or until you are no longer harboring the primordial rune.

If the linked creature moves out of range, or you use the Elemental Shift feature, while under the effect of heart of air, heart of earth, heart of fire or heart of water, those effects end.

Additionally, creatures that share your link deal an extra 4 damage.

One for All

At 18th level, your shared power grows once again. Creatures that you share a link with deal an extra 6 damage. You also gain an additional use of the Heart of the Elements feature.

Runeweaver Spells

Cantrips (0 Level)
  • Firebolt
  • Acid Slash
  • Poison Spray
  • Ray of Frost
  • Mage Hand
  • Lightning Lure
  • Shocking Grasp
  • Green Flame Blade
  • Booming Blade
  • Mold Earth
  • Shape Water
  • Create Bonfire
  • Dancing Lights
1st Level
  • Burning Hands
  • Chromatic Orb
  • Feather Fall
  • Thunderwave
  • Witch Bolt
  • Fog Cloud
  • Jump
2nd Level
  • Blur
  • Warding Wind
  • Maximillion’s Earthen Grasp
  • Levitate
  • Misty Step
  • Snilloc’s Snowball Storm
3rd Level
  • Lightning Bolt
  • Wall of Water
  • Melf’s Minute Meteors
  • Daylight
  • Erupting Earth
  • Protection from Elements
4th Level
  • Stoneskin
  • Ice Storm
  • Wall of Fire
  • Storm Sphere
  • Watery Sphere
 

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