Runic Warrior

by Hulkvader

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Runic Warrior

Slashing his sword, a half-orc cuts through the pack of slavering gnolls, his blade a terrifying whirlwind of steel. Weapons of all kinds clang off his heavy armor, but the shining runes inscribed on it protect him.

Dipping their quill in glowing ink, a slender elf scrawls a set of ancient runes on the soldier's helmet, knowing very well that it may save his life in battle.

Tapping a rune on their weapon, a tiefling clad in clanging plate armor lifts their axe above their head. The rune gleams as the axe's head bursts into white-hot flames.

Whether preparing armor and weapons for battle, or heading into it themselves, Runic Warriors are joined together in their knowledge of ancient runes. For some, runes are a way to protect others. For others, runes are a tool to be harnessed in battle. No matter their use, runes are an important tool for all Runic Warriors.

Forgotten Power

Runic Warriors harness the ancient, unbridled power of runes. They search forgotten ruins, looking for some new, unfound knowledge. They understand the extreme power of these markings, and take control of it for their own use. Many use this power for their own benefit, scrawling runes onto armor and weapons to enchant them with mighty strength. Others use their knowledge to help others, enchanting their gear with durability and protection.

Runic Warriors inscribe these ancient runes onto equipment, and use their understanding of them to release the extreme power in every rune. They learn new runes as they rise in power, enhancing their abilities more and more. They are great warriors, but even greater with their knowledge. They train for years, fighting and gaining new, powerful skills.

Life of Adventure

Runic Warriors seldom stay in the sidelines. Anyone with an understanding of the ancient powers is invaluable. They enchant gear, train, and fight with the army. Though some may spend their life teaching others or using runes for every day things, almost all Runic Warriors use their gifts in combat. They are amazing fighters, and are often in very high positions in armies.

The lure of runes is almost to great for many Runic Warriors, though. Often, they will travel on long, grueling journeys to explore a forgotten crypt or a crumbling ruin. All Runic Warriors know instinctively that the knowledge they seek is in the broken ruins of lost civilizations. No Runic Warrior can bear the knowledge that more power is out there, somewhere, and not seek it out.

The Runic Warrior
Level Proficiency Bonus Features Runes Known
1st +2 Runes, Archaic, Strike Adept 1
2nd +2 Fighting Style 2
3rd +2 Script Style 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 - 6
7th +3 Script Style Feature = 7
8th +3 Ability Score Improvement 8
9th +4 Strike Savant 9
10th +4 Script Style Feature 10
11th +4 Runic Summons 11
12th +4 Ability Score Improvement 12
13th +5 13
14th +5 14
15th +5 Script Style Feature 15
16th +5 Ability Score Improvement 16
17th +6 Runic Tattoos 17
18th +6 Strike Master 18
19th +6 Ability Score Improvement 19
20th +6 20

Creating a Runic Warrior

As you make your Runic Warrior, consider where they learned their first rune. This defines the start of their quest for knowledge. Was it taught to them by a retired adventure? Did they stumble upon an ancient ruin? Were they drawn to an ancient place by a wandering spirit?

Do you use these runes carelessly, or do you realize their danger?

Think about how this affected your character. Were they scared of the power that they had uncovered? Did they lust for more? How far would they go to learn more? Will they put their safety first, or knowledge? Do you hope to help people, or destroy them?

As a result of their lust for knowledge, Runic Warriors are almost always a chaotic alignment.







Quick Build

You can make a Runic Warrior quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, followed by Intelligence. Second, choose the Sage background.

Class Features

As a Runic Warrior, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Runic Warrior level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Runic Warrior level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Calligrapher's supplies

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Arcana, Athletics, History, Investigation, Religion, Survival

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) Chain mail or (b) studded leather
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Calligrapher's supplies

Runes

At first level, you have gained access to an ancient alphabet of runes that you may write on items to enhance their abilities. To use this ability, you must have a set of Calligrapher's supplies in hand.

Runes Known

When you gain this ability, you learn one rune from the Rune List detailed at the end of this class description. You know a number of runes equal to the number in the Runes Known column of the class table.

Whenever you gain a level in this class, you can replace one or more of the Runes you learned with a new one.

Writing a Rune

By spending ten minutes, you may right a Rune on a piece of equipment. Certain Runes only work on specific objects, as specified in the Rune's description.

The number of Runes you may have written at once is equal to your Intelligence modifier + half your Runic Warrior level, rounded down (minimum of one rune). No object can have more than one of each Rune on it at once. If you try to exceed the maximum number of Runes written, the oldest Rune immediately ends, and the newest one applies. You may use an action to end a Rune.

Archaic

You know Archaic, an ancient language known only by Runic Warriors and a few forgotten creatures. You can speak, read and write this language.

Strike Adept

You have trained to become adept at various styles of combat. Choose two strikes to learn. All strikes deal normal damage unless otherwise stated. You may use these strikes a number of times equal to your Strength or Dexterity modifier (your choice).

Careful Strike

After you take the Attack action on your turn, you may take the Disengage action as a bonus action.

Dash Slash

After taking the Dash action and moving at least 30 ft., you may take the Attack action with a melee weapon as a bonus action.

Seeking Shot

When you make a ranged attack, you may choose to ignore three-quarters and half cover.

Shove Strike

After making a melee attack on your turn, you may attempt to shove the creature you were targeting. The creature must make a Strength saving throw. The DC equals 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus. On a failed save, the creature is pushed 5 feet.

Staggering Shot

When you hit a creature with a ranged weapon attack, you may try and stagger them temporarily. The enemy must make a Strength saving throw. The DC equals 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus. If the enemy fails the saving throw, they are knocked prone.

Sweeping Strike

When you make a melee Attack, you may try to sweep the feet out from under your enemy. The enemy must make a Strength saving throw. The DC equals 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus. If the enemy fails the saving throw, they are knocked prone.

Fighting Style

At second level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

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.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Script Style

At 3rd level, you decide the type of handwriting that you use for your runes. Choose between -Insert Archetypes here-, all detailed at the end of the class description. The Style you choose grants you features at 3rd level and again at 7th, 10th, and 15th level.

Ability Score Improvement

When you reach 4th Level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, 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 above 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.

Strike Savant

At 9th level, you have trained to become an expert at various styles of combat. Choose two strikes to learn. All strikes deal normal damage unless otherwise stated. You may use these strikes a number of times equal to your Strength or Dexterity modifier (your choice).

Cyclone Slash

When you make a melee Attack Roll, you may choose to spin your blade, attacking all enemies within reach. You must make a separate attack roll and damage roll for each target.

Defensive Strike

After taking the Attack action on your turn, you may use a bonus action to attempt to block. This block lasts until the beginning of your next turn. If an attack hits you, make an attack roll with the weapon you are blocking with. You have disadvantage on this roll if the creature attacking is over one size larger than you. If the number you rolled is greater than the attacker's Attack Roll, their attack misses. This block only lasts for one attack.

Heavy Blow

On your turn, you may choose to use an action to make a melee attack. If the attack hits, act as though you had rolled a 20 on the attack roll.

Sniper Shot

On your turn, you may choose to use an action to make a ranged attack. If the attack hits, act as though you had rolled a 20 on the attack roll.

Volley

When you make a ranged Attack Roll, you may choose to shoot multiple arrows, attacking all enemies in range. You must make a separate attack roll and damage roll for each target.

Wounding Slash

When you make a melee attack roll, you may choose to wound the creature, causing them to bleed. If the attack hits, the target must make a Constitution saving throw. The DC equals 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus. On a failed save, the target is wounded. While wounded this way, the target takes 1d4 necrotic damage each turn, for a number of turns equal to a quarter of the damage taken (minimum of one). The target takes this damage at the beginning of their turn.

Runic Summons

Starting at 11th level, your knowledge of ancient runes is so great that you have the ability to summon ancient, spectral beasts.

You know a number of Runic Summons equal to your Intelligence modifier (minimum of one summon). You choose from the list of Runic Summons detailed at the end of this class description. You may use each Runic Summon once per short or long rest.

Runic Tattoos

At 17th level, the power of your Runes is so great that it can affect a living being.

You know a number of Runic Tattoos equal to your Intelligence modifier (minimum of one tattoo). You choose from the list of Runic tattoos detailed at the end of this class description. A creature can only have one Runic Tattoo on it at a time.

The number of tattoos you may have written at once is equal to your Intelligence modifier (minimum of one tattoo). If you try to exceed the maximum number of Runic Tattoos written, the oldest tattoo immediately ends, and the newest one applies. You may use an action to end a Runic Tattoo.

Whenever you level up in this class, you can replace one or more of the Runic Tattoos you have learned with a new one.

Strike Master

At 18th level, you have trained to become a master at various styles of combat. Choose one strike to learn. All strikes deal normal damage unless otherwise stated. You may use these strikes a number of times equal to your Strength or Dexterity modifier (your choice).

Charge Attack

On your turn, you may choose to use your action to charge an attack. While you are charging, your movement is reduced to five feet, and you cannot take reactions. Also, you have disadvantage on Dexterity saving throws while you are charging. You must charge for one turn before you may make the attack. After charging for one round, you may use your action to make an attack against a creature within range. This attack is an automatic critical hit. Also, the target must make a Constitution saving throw or take twice as much damage from the attack. The DC for this saving throw is 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus.

Dismembering Slash

When you make a melee attack roll, you may try to lop off one of the target's limbs. You have a 20% chance of slicing off an appendage. If you succeed, roll a d20 to determine which body part.

d20 Limb
1 None
2-7 Tail
8-13 Leg
14-19 Arm
20 Head

Tail. The creature has disadvantage on Dexterity checks made to balance. Also, if it had any tail-related actions, it may no longer use them.

Leg. The creature's speed on foot is halved, and it must use a cane or crutch to move unless it has a peg leg or other prosthesis. it falls prone after using the Dash action. It have disadvantage on Dexterity checks made to balance.

Arm. The creature can no longer hold anything with two hands, and it can hold only a single object at a time.

Head. If the enemy cannot survive without a head, it dies. Otherwise, it has disadvantage on perception checks made to hear or see.

If the creature does not have the body part you rolled, roll again. If the creature has none of the body parts listed, act as though you had gotten a 20 on the attack roll.

Pommel Strike

When you make a melee attack roll, you may choose to have the target make a Constitution saving throw. The DC for this saving throw is 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus. On a failed save, the target is Stunned until the beginning of your next turn.

Script Styles

Depending on the handwriting of the Runic Warrior, their powers may change as they grow stronger. Different Runic Warriors have different handwriting, but there are three that are the most common.

Flowing Script

Those whose script flows like a stream in long, curving lines let the energy and power of their runes flow into others, granting them more energy and better health. These Runic Warriors draw their energy from the ink that they write with.

Bonus Proficiencies

You gain proficiency with Herbalism kits. Also, you gain proficiency in the Medicine skill.

Boosting Ink

When you learn this style at 3rd level, you learn to absorb the magical energy stored in your inkwell. On your turn, you may use a bonus action to give yourself or another creature you touch temporary hit points equal to 1d4 + your Runic Warrior Level. Once you use this ability, you may not use it again until you finish a short or long rest.

Reviving Pigment

At 7th level, you learn how to harness your ink to bring creatures back from the verge of death. On your turn, you may use a bonus action to target a creature with 0 hit points within 30 feet of you. You must be able to see them. The creature is brought up to 1 hit point. Once you use this ability, you may not use it again until you finish a short or long rest.

Healing Stain

Starting at 10th level, you have a permanent aura of healing ink around you. You have a light blue stain in a 10 foot radius around you. When a creature enters this radius or starts their turn there, you may choose to heal them 1d8 hit points. The creature may not benefit from this effect more than once per turn.

River of Ink

Beginning at 15th level, you have learned to take on a form akin to the ink you write with. As an action on your turn, you may choose to morph into a sphere of ink with a smoky tail.

While in this state, you have a fly speed of 60 feet. Also, you may move through creatures and through up to one cubic foot of nonmagical material. When you move through a creature, you may choose to heal them 2d6 hit points. A creature may not benefit from this more than once per turn. Also, you may use your action to attack a creature within 5 feet of you. Use your Intelligence modifier for this attack. On a hit, the target takes 3d6 + your Intelligence modifier necrotic damage.

Also, you may use your bonus action to dive into the ground and reappear in an unoccupied space within 15 feet of you. This form lasts for one minute or until you use your action to end it. Once you use this ability, you may not use it again until you finish a long rest.

Hard Script

The Runic Warriors whose writing is neat and straight are strong and stalwart defenders, protecting their allies on the battlefield with the ancient power of their runes. These Runic Warriors draw power from the hard steel they write on.

Worker of Steel

You gain proficiency with smith's tools.

Linked Protection

When you choose this style at 3rd level, you learn how to protect your allies through your runes. As a reaction (which you take when a creature within 30 feet of you is targeted by an attack), you may replace the creature's armor class with your own. This effect lasts until the beginning of your next turn. The creature you choose must have at least one of your runes written on a piece of their equipment. You may use this ability a number of times equal to your Intelligence modifier (minimum of one use). You regain all expended uses of this trait once you finish a short or long rest.

-Rock-

Beginning at 7th level,

Defensive Circle

At 10th level, you have a permanent aura of protection around you. All creatures of your choice gain a +1 to armor class when they are within 10 feet of you. This effect ends if the creature moves more than ten feet away from you.

Casing of Steel

Starting at 15th level, you have learned to take the form of the steel you write on. As an action on your turn, you may choose to encase yourself in molten steel. While in this state, you gain a +5 to armor class. Also, you have resistance to all damage types. Your movement is reduced by 15 feet and you have disadvantage on Dexterity saving throws. This form lasts for one minute or until you use your action to end it. Once you use this ability, you may not use it again until you finish a long rest.

Jagged Script

Those whose writing is harsh and jagged are mighty warriors. They stab and slash their way through crowds of enemies, surprising all with their unexpected might. These Runic Warriors draw their power from the sharp quills they write with.

Careless Writing

When you write a rune, you take 5 minutes instead of 10.

Thorns

When you learn this style at 3rd level, you have learned to quickly retaliate from an enemy's attack. When you are hit by a melee attack, you may choose to have thorns shoot from you, hitting the creature that attacked you. If you use you reaction (which you take immediately after a creature hits you with a melee attack) to use this ability, make an attack roll against the creature that hit you. Use Intelligence in place of Strength or Dexterity for the attack and damage rolls. On a hit, the attack deals 1d4 + your Intelligence modifier piercing damage. You can use this ability a number of times equal to your Intelligence modifier (minimum of one use). You regain all expended uses after a short or long rest. The damage increases to 1d6 at 7th level, 1d8 at 10th level, and 1d10 at 15th level.

-Rock-

Starting at 7th level,

Circle of Spines

Beginning at 10th level, you have a permanent arsenal of hidden thorns. When a creature moves within 10 feet of you, you may choose to stab a spike out of the ground. The creature must make a Dexterity saving throw, taking 1d6 piercing damage on a failed save. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus.

Jagged Quills

At 15th level, you learn to use your very writing tools as weapons. As an action on your turn, you may grow sharp feather quills all over your body. While in this form, you have a fly speed of 30 feet. Also, you are resistant to nonmagical bludgeoning, piercing, and slashing damage. As an action when in this form, you may shoot a quill at an enemy. Make a ranged attack against the target. On a hit, the target takes 3d8 + your strength modifier piercing damage. This form lasts one minute or until you use your action to end it. Once you use this ability, you may not use it again until you finish a long rest.

Runes

This is the list of Runes you have to choose from for your Runes ability. If any require a saving throw, the DC equals 8 + your Intelligence modifier + your proficiency bonus.

Rune of the Bull

Item: a suit of armor
When this rune is applied, the armor grows a set of metal horns from the helmet. You may make unarmed strikes with your horns. They deal 1d6 piercing damage. Also, the target must make a Strength saving throw. On a failed save, the target is pushed five feet.

Rune of Flames

Item: a simple or martial weapon
Your weapon does an extra 1d4 fire damage. This rune does not work if the weapon also has the Rune of Frost, Mind Slicing, or Light applied.

Rune of Slowness

Item: a simple or martial weapon
When you hit a creature with this weapon, their movement speed is reduced by ten feet.

Rune of Force

Item: a simple or martial weapon
When this rune is applied, the weapon does force damage instead of the usual bludgeoning, piercing, or slashing.

Rune of Frost

Item: a simple or martial weapon
When this rune is applied, the weapon does an extra 1d4 cold damage. This rune does not work if the weapon also has the Rune of Flame, Mind Slicing, or Light applied.

Rune of Health

Prerequisite: 12th level runic warrior
Item: a simple or martial weapon
When you hit a creature with an attack using this weapon, you may choose to heal yourself or a creature within a ten foot radius 1d4 hit points.

Rune of Protection

Prerequisite: 8th level Runic Warrior
Item: a suit of armor or a shield
A creature gains a +1 to armor class while wearing (armor) or wielding (shield) this item.

Rune of Sharpness

Prerequisite: 8th level Runic Warrior
Item: a simple or martial weapon
This weapon grants a +1 bonus to attack and damage rolls made with it.

Rune of Magic

Prerequisite: 8th level Runic Warrior
Item: a spellcasting focus
While holding this item, a creature gains +1 bonus their spellcasting modifier.

Rune of Speed

Item: a suit of armor
While wearing this armor, your speed increases by ten feet.

Rune of Mind Slicing

Item: a simple or martial weapon
When this rune is applied, the weapon does an extra 1d4 psychic damage. This rune does not work if the weapon also has the Rune of Flame, Frost, or Light applied.

Rune of Light

Item: a simple or martial weapon
When this rune is applied, the weapon does an extra 1d4 radiant damage. Also, the rune sheds dim light in a 10 foot radius. This rune does not work if the weapon also has the Rune of Flame, Frost, or Mind Slicing applied.

Rune of Charming

Prerequisite: 8th level Runic Warrior
Item: a suit of armor
When this rune is applied, the armor creates an aura of calm around it. Each creature of your choice that can see you must make a Wisdom saving throw at the beginning of their turn. On a failed save, the target is charmed for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, the creature is immune to this effect for the next 24 hours. This rune does not work if the Rune of Terror is applied.

Rune of Terror

Prerequisite: 8th level Runic Warrior
Item: a suit of armor
When this rune is applied, the armor creates an aura of fear around it. Each creature of your choice that can see you must make a Wisdom saving throw at the beginning of their turn. On a failed save, the target is frightened for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, the creature is immune to this effect for the next 24 hours. This rune does not work if the Rune of Charming is applied.

Rune of Flight

Prerequisite: 8th level Runic Warrior
Item: a suit of armor
When this rune is applied, you gain a flying speed equal to your walking speed.

Rune of Buoyancy

Prerequisite: 8th level Runic Warrior
Item: a suit of armor
When this rune is applied, you gain a swimming speed equal to your current walking speed.

Rune of Freedom

Prerequisite: 8th level Runic Warrior
Item: a suit of armor
When this rune is applied, your movement is unaffected by difficult terrain. Also, you have advantage on checks against being grappled.

Rune of Stoneskin

Prerequisite: 12th level Runic Warrior
Item: a suit of armor
When this rune is applied, you have resistance to nonmagical bludgeoning, piercing, and slashing damage.

Rune of Burden

Item: a suit of armor
While you are wearing this armor, your carrying capacity doubles.

Rune of Loyalty

Item: a simple or martial weapon
When this weapon is dropped, taken, lost, or otherwise removed from you, it will magically return to your hand after one turn has passed.

Rune of Cleanliness

Item: a set of clothes or a suit of armor
When this rune is applied, the item will never get dirty.

Rune of Leeching

Item: a simple or martial weapon
When you kill a creature with this weapon, you regain 1d4 hit points.

Rune of Bursting

Item: a throwable object, such as a rock or ball
When this rune is applied, you may choose to throw the object. It has a range of 20/60 feet. You do not need to make an attack roll. When the object hits the ground, all creatures in a 10 ft. radius of the object must make a Dexterity saving throw. On a failed save, the target takes 2d6 force damage and is knocked prone. On a success, the creature takes half as much and is not knocked prone.

Rune of Tricks

Item: a suit of armor
When this rune is applied, you may cast minor illusion a number of times equal to your intelligence modifier (minimum of one). This spell does not require an action or any spellcasting components. This illusion may only effect the armor or the person wearing it.

Rune of the Doppleganger

Prerequisite: 12th level Runic Warrior
Item: a suit of armor
When this rune is applied, you may cast mirror image once per short or long rest as a bonus action. This spell may only target the creature wearing the armor that this rune is applied to.

Credits

Runic Warrior Class by Hulkvader (u/hulkvader)
Rune Warrior Image by Cerberok (https://www.deviantart.com/cerberok)
Ruins Background (https://www.wallpaperup.com/57528/ruins_fantasy_art_artwork.html) Full Page Stains by flamableconcrete (https://www.gmbinder.com/images/a/OZt2m)
Runes Drawing by Hulkvader (u/hulkvader)

 

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