Revised Rune Knight

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Martial Archetype:
The Rune Knight (Revised)

Bonus Proficiencies

You gain proficiency with smith’s tools, and you learn to speak, read, and write one language of your choice; this language is usually based on the progenitors of your runes. Common languages are giant, dwarvish, elvish and gnomish; but otherworldly runes might be tied to languages like infernal, sylvan or deep speech.

Rune Magic

You learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe three runes of your choice on weapons, armor, or shields (see “Rune Options”). Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, or a shield. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes. Each time you gain a level in this class, you can replace one rune you know with a different one.

Defensive Runes

At 7th level you learn to invoke your runic magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2).

In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of four).

Overcharged Runes

The power of your runes increase. Each rune you know grants additional benefits.

  • Forge Masters Rune. The damage of the Forge Rune’s shackle’s increases to 4d6.
  • Monoliths Rune. When you invoke the Power Rune, your weapon attack rolls gain an additional +2 to damage.
  • Nimble Rune. When your invoke the Nimble Rune, your weapon attack rolls have a +2 bonus to hit.
  • Prophet’s Rune. The Prophet Rune allows you to add 1d6 to your roll whenever you roll initiative.
  • Sentinel's Rune. When you invoke the this rune, You regain the temporary hit points at the start of each of your turns.
  • Traveler’s Rune. Invoking the Traveler’s Rune allows you to either gain resistance to both Cold and Fire damage, or immunity to one.
  • Trickster’s Rune. When you invoke the Trickster Rune, you can have the attack target the attacker, and the range of its effects increases to 60 feet.
  • Warlord’s Rune. When you invoke the Warlord Rune, allies gain double the temporary HP, and enemies are frightened for 1 minute.

In addition, you learn one new rune of your choice from your Rune Magic feature (to a total of five).

Rune Master

You have mastered control over your runic powers. beginning at 15th level you can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

In addition, you learn one new rune of your choice from your Rune Magic feature (to a total of six)

Rune Lord

Your power over runes has become so great that you can extend your rune magic to aid your allies. As a bonus action on your turn, you can cause one ally to gain the benefits of one of your runes for 1 minute. If a rune's effects end for you, they also end for the target. You can use this feature a number of times equal to 1+ your Intelligence or Wisdom modifier (minimum of once), and regain all uses after completing a long rest.

Rune Options

Here are rune options for the Rune Magic feature. They are all magical effects. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Wisdom modifier (your choice).

Forge Masters Rune

This rune’s magic enhances your craftsmanship.

  • While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
  • When you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success.

Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Monolith's Rune

This rune increases your physical strength.

  • While wearing or carrying an object inscribed with this rune, your carrying capacity is doubled, Additionally, when you make a Strength (Athletics) check, you can add 1d4 to the roll.
  • You can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30.

Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Nimble Rune

The magic of this rune makes you nimble and quick.

  • While wearing or carrying an object inscribed with this rune, your movement speed is increased by 10. Additionally, when you make a Dexterity (Acrobatics) check, you can add 1d4 to the roll.
  • You can invoke the rune as a bonus action to increase your Dexterity score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30.

Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Prophet's Rune

Using this rune, you can glimpse into the future.

  • While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you are not incapacitated.
  • You can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until your incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.

Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Sentinel's Rune

This rune’s magic bestows greater durability and endurance.

  • While you are wearing or carrying an object inscribed with this rune, you gain a number of temporary hit points equal to 5 + your Wisdom modifier, which you regain after 1 minute.
  • You can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute.

Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Traveler's Rune

This rune lets you survive in extreme conditions.

  • While wearing or carrying an object inscribed with this rune, you are adapted to hot and cold environments, as well as altitudes above 10,000 feet. Additionally, when you make a Wisdom (Survival) check, you can add 1d4 to the roll.
  • You can invoke the rune as a bonus action to gain resistance to Fire or Cold damage (your choice) for 1 minute.

Once you invoke the rune, you can’t do so again until you finish a short or long rest

Tricksters Rune

This rune’s magic allows you to trick and deceive your opponents.

  • While wearing or carrying an object inscribed with this rune. Additionally, when you make a Charisma (Deception) check, you can add 1d4 to the roll.
  • In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack’s range.

Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Warlord's Rune

The magic of this rune makes people stop and listen to you.

  • While wearing or carrying an object inscribed with this rune. Additionally, when you make a Charisma (Intimidation) check, you can add 1d4 to the roll.
  • In addition, you can invoke the rune as a bonus action to unleash a powerful roar that bolsters your allies and frightens your enemies. Each creature within 30 ft of you that can hear you must make a Wisdom saving throw or be frightened of you until the end of your next turn. Additionally, each ally within 30ft of you gains a number of temporary hit points equal to your Wisdom modifier.

Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Credits

Made using GMBinder

Art by Jason Nguyen.

 

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