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
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
Spell attack 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.
Links
At 3rd level, you learn to share your harbored primordial rune with other creatures through the use of linking runes. You can magically inscribe such a rune on a willing creature, doing so takes 1 minute. When you harbor a primordial rune a small fragment of that elemental power is transfered to the linked creature as long as they are withing 60 feet of you. This link ceases to function if they move out of this range but continues once they are in range again. If you form a link with a second willing creature, the first link severs. You can end a link as an action at any time and all links end when you finish a long rest.
While you are harboring your primordial rune, the linked creature deals 2 extra damage with the first melee attack they hit with each round This extra damage is the same type as your extra elemental damage.
Expanded Link
At 6th level, you are able to create a second link with a willing creature. Additionally they gain resistance to the damage type associated with your currently harbored primordial rune.
Remote Link
At 15th level, your conduit links work at any distance.
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