Dwarven Warmonger

by Bosi

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Dwarven Warmonger

Dwarven Warmonger

Among the enemy troops, a dwarf with no weapon but his fist strikes everywhere and anywhere, not caring of the hits lent on him. He is an unstoppable force who refuses to fall, even under the most violent blows. Rooting herself in the ground, another dwarf becomes a bulwark between her brothers and sisters in arms and the drow horde running towards them. She taunts everyone passing by and doesn’t allow anyone to go astern of her position. Far behind her, a crossbowman shoots a bolt that could pierce a ship. Runes emerge on the ground and the dwarven cohort fights with renewed strength, while stealthy axe throwers shake up what remains of the enemy formation.

Dwarven warmongers are a force who acts in unison. In the fight as outside of it, they give everything they have, be it to strike, take hits, protect, or to feast! Brothers and sisters in arms are family, closer to them than their relatives and their clan, and nothing except death would prevent them to fight for them.

Elite Warrior

Dwarven warmongers are elite warriors of their clan, most of the time specialist in the use of battleaxes and warhammers. Trained to act together in any situation given, they fight as a

whole, each of them knowing his role while caring for their companions, and of course, looking to defeat any threat.

Prerequisite

Beware: only dwarves can select this class!

Creating a Dwarven Warmonger

When you build your dwarven warmonger, think of what made you enter this elite troop, and what put you astray from your clan? Were you too brutal, even among the battleragers, or were you unable to protect your phalanx as you should have and been cast out? Did your clan chief sent you on the road to accomplish an important task, or are you the last remnant of your clan, seeking revenge? The search for prestige, the will to prove yourself, or an inextinguishable thirst for battle are all reasons to become a warmonger.

Quick Build

You can make a dwarven warmonger quickly by following these suggestions. First, make Strength and Constitution your highest ability score, then Wisdom. If you plan to choose Rune Priest as your archetype, make Wisdom your highest ability score. Second, chose the soldier background.

Part 1 | Introduction
Dwarven Warmonger
Level Proficiency Bonus Features
1st +2 Dwarven Legacy, Clan Duty
2nd +2 United We Stand (1)
3rd +2 Clan Duty Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Clan Duty Feature
7th +3 Dwarven Phalanx
8th +3 Ability Score Improvement
9th +4 Dwarven Resilience, Hospitality
10th +4 Clan Duty Feature
11th +4 Synchronized Attack
12th +4 Ability Score Improvement
13th +5 United We Stand (2)
14th +5 Warmonger’s Retaliation
15th +5 Clan Duty Feature
16th +5 Ability Score Improvement
17th +6 Clan Duty Feature
18th +6 Steeled Nerves
19th +6 Ability Score Improvement
20th +6 Clan Duty Feature

Class Features

As a Dwarven Warmonger, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, Medium armor, Heavy armor, Shields
  • Weapons: Simple melee weapons, martial melee weapons
  • Tools: Brewer’s supplies, Mason’s tools, or Smith’s tools

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Athletics, History, Insight, Intimidation, Medicine, Perception, and Survival

Equipment

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

  • a chain mail and a shield
  • (a) a battleaxe or (b) a warhammer
  • (a) two handaxes or (b) two light hammers
  • (a) a dungeoneer's pack or (b) an explorer pack
  • (a) brewer's supplies, (b) mason's tools or (c) smith's tools

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing

Ability Score Minimum: Strength, Constitution, and Wisdom 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

  • Armor: Light armor, Medium armor, Shields
  • Weapons: Simple melee weapons, martial melee weapons
  • Tools: Brewer’s supplies, mason’s tools, or smith’s tools
Part 2 | Class Features

Dwarven Legacy

Your years spent in dwarven mines and tunnel with people akin to you made you develop a strong spirit of cohesion.

At 1st level, you can cast the cantrip Guidance (Wisdom is your spellcasting ability for this cantrip). In addition, you have advantage on Wisdom (Survival) checks when you are underground.

Clan Duty

Beginning at 1st level, pick a clan duty in which you are going to progress for the glory of your clan.

Choose between Dwarven Defender, Battlerager, Line Breaker, Rune Priest or Crossbow Master, all detailed at the end of the class description. The clan duty you choose grants you features at 1st level, and again at 3rd, 6th, 10th, 15th, 17th and 20th.

United We Stand

You hold, endure and resist better with you brothers and sisters in arms around you.

Starting from 2nd level, when you have an ally at 10 feet or less from you, you gain advantage on your skill checks and saving throws to end the conditions Charmed, Frightened, and Stunned that already affect you. (This feature does not protect you from those effects, you have to suffer one of those effect in order to trigger it)

At 13th level, the range of United We Stand increases to 20 feet.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th, 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. You can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Dwarven Phalanx

Discipline is ingrained in your muscles, and you know how to command efficiently to help your allies to reposition themselves.

At 7th level, whenever you roll for initiative and you

are not surprised, you and friendly creatures within

10 feet of you can move a number of feet equal to

5 time you Wisdom modifier (minimum 5 feet).

If two or more dwarven warmongers find themselves in the same area of effect, the highest Wisdom modifier is applied, but bonus movement does not cumulate.

Dwarven Resilience

Your stamina is legendary. At 9th level, once a day when you take a short or long rest, you can recover from an additional level of exhaustion.

Hospitality

Past the grumpy side of them, dwarves are quite hospitable and will not refuse to share a good meal.

At 9th level, whenever you share a meal with a group on a short or long rest, your companions automatically gain the effect of the Guidance cantrip, improved by your Wisdom modifier, for the skill check of their choice, as well as temporary hit points equal to your proficiency bonus. This effect lasts until your next short or long rest and can affect a number of creatures equal to your proficiency bonus. A creature can only beneficiate from this effect once per long rest.

If two or more dwarven warmongers find themselves in the same area of effect, the highest Wisdom modifier is applied.

Synchronized Attack

You coordinate your attacks with your brothers and sisters in arms. At 11th level, when a friendly creature within 5 feet of you strikes a creature, you can use your reaction to make a melee weapon attack against the same creature.

Dwarven Retaliation

No one touches your companions. At 14th level, when a friendly creature that you can see is hit by a creature, your gain advantage on your next attack roll against this creature for this turn.

Steeled Nerves

You have endured so many blows that you don’t feel them anymore. At 18th level, any critical hit against you becomes a normal hit.

Part 2 | Class Features

Clan Duty

Dwarven warmongers do not all specialize in the same role among their cohort. The duty that you chose to embrace expresses your devotion to your clan and your position in battle. You can choose between Dwarven Defender, Battlerager, Line Breaker, Rune Priest or Crossbow Master.

Battlerager

Battleragers are true brute force aiming to devastate enemy ranks without any consideration for their own life or their security. They are able to enter a berserk trance, making them vulnerable but allowing them to strike always harder and faster, in order to maximize the damage they deal.

Spiked Gauntlets

The battlerager’s traditional weapons are the spiked gauntlets. At 1st level, you automatically receive one pair when you chose this Clan Duty. You also gain the proficiency for this weapon.

  • Spiked Gauntlets are a melee martial weapon, with the light and bleeding properties, that does 1d6 piercing damage.

Bleeding: If the target is a creature other than an undead or a construct, it loses 1d4 hit points at the start of each of its turns. Every hit made on the same target increases the damage taken by +1. At the beginning of its turn and before the bleeding applies, the creature can make a Constitution saving throw (DC: 8 + PB + mod. STR) to try to resist the bleeding. The wound closes if the target receives magical healing, or if any creatures take an action to stanch the wound with a successful Wisdom (Medicine) check (same DD).

Smithing: If you ever lose your gauntlets or if they are destroyed, you can spend 50gp in metal and 4 hours in a forge to create a new pair.

Berserk

As a battlerager, your place is among enemy lines. You can go berserk and forgo every basic notion of defense to strike as much creatures as you can.

At 3rd level, as a bonus action on your turn, you can go berserk if you are not carrying a shield. This state is unstoppable and last for a number of turn equal to your proficiency bonus + your Constitution modifier, or until you fall unconscious.

While berserk, creatures have advantage on their attack rolls against you, and you cannot take the action Dodge.

Your damage increases by 1d4 and you can take the action Dash as a bonus action on your turn to move up toward a hostile creature that you can perceive. The bonus damages increase to 1d6 at 10th level, 1d8 at 15th level, and 1d10 at 20th level.

You can use this feature once per short rest at 3rd level, twice at 6th level, three times at 10th level and four times at 15th level.

Brutality

Your blows are more brutal than ever. At 6th level, your spiked gauntlets count as magical weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Furthermore, when you make a critical hit, your target suffers disadvantage to all its attack roll until the end of its next turn.

At 17th level, on a critical hit, your target is stunned until the beginning of its next turn.

Stubbornness

You refuse to stop attacking while berserk. Beginning at 10th level, while you are berserk, you can attack once more whenever you take the Attack action on your turn.

Moreover, any damage that would knock you unconscious are delayed until the end of your next turn. This feature is automatically triggered and can occur only once per short or long rest. Once it was triggered, you suffer of one level of exhaustion.

Berserker

You delve deeper into your berserk rage. Beginning at 15th level, while you go berserk, your movement speed now increases by 5 feet, you ignore any non-magical difficult terrain, and you are immune against Charmed and Frightened condition, and any immobilization effect. If you are charmed, frightened, or immobilized, going berserk put an end to those effect.

Berserkest

You are the embodiment of


berserker rage. At level 20,

while berserk, your movement

speed now increases by 10 feet

and when you take the

Attack action on your turn,

you attack four times

instead of three.
Part 3-4 | Clan Duty / Battlerager

Crossbow master

Crossbow master are the ranged unit among the dwarven cohort. They shoot their enemies from far away, using a deadly weapon only they know and only they can really use.

Saving Throw.

If a feature requires your targets to make a saving throw to resist the effect. The saving throws DC is calculated as follows:

Save DC = 8 + your proficiency bonus + your Strength Modifier

Dwarven Crossbow

You were taught on how to use and maintain a dwarven crossbow. When you decide to follow this clan duty at 1st level, you receive a Dwarven Crossbow.

You also gain proficiencies of dwarven crossbow, and light, heavy and hand crossbows.

  • Dwarven Crossbow: A dwarven crossbow shares the same properties as a heavy crossbow. However, its manufacturing details adapt the weapon to the chunky stature of dwarves. It uses Strength (and not Dexterity) for its ranged attack.

Dwarven engineering: If you ever lose your dwarven crossbow or if it is destroyed, you can spend 50gp in crafting material and 4 hours to modify a heavy crossbow in order to create a new dwarven crossbow.

Stabilizer

You install a bipod under your crossbow to temporarily shoot with more accuracy and power.

At 3rd level, for a bonus action, you install a stabilizer that stays until the beginning of your next turn. You weapon deals additional damages equal to your Strength modifier + half your dwarven warmonger level.

You can use this feature three times per short or long rest.

Ballista

Your crossbow has an extendable arm for you to use bigger ammunitions. Beginning at 6th level, when you attack with your dwarven crossbow, instead of a bolt, you can use your action to shot a javelin that explodes on impact.

Once a javelin reaches its destination or impacts against a solid surface, it explodes. Every creature within 10 feet of the target (including it), have to make a Dexterity saving throw. If a creature fails its throw, it takes 2d6 piercing damage. On a successful throw, it only takes half as much damage.

You can only transport a limited number of javelins (5), as written in the PHB.

Mag

At 6th level, you install a magazine on your dwarven crossbow. You now ignore the Loading property.

Blunt Bolt

You know how to modify the head of your bolt. At 10th level, on a short or long rest, you can replace a number of your bolts up to your proficiency bonus by blunt bolts. When you use a blunt bolt, you gain the following advantages:

  • Damages dealt are bludgeoning. You can now attack with non-lethal shot.
  • On hit, your target has to make a Strength saving throw or be knocked prone

Double Canal

Beginning at 10th level, you can use your bonus action to make one ranged weapon attack immediately after you used your ballista feature.

Bayonet

You installed a blade on your dwarven crossbow. At 15th level, your dwarven crossbow is now considered as a hybrid weapon: it is a both a melee and a ranged martial weapon. The blade deals 1d8 slashing damage for the purpose of melee weapon attack.

As a reaction, you can attack a target that moves within 5 feet of you. If the attack hits, you impale the target and you can immediately shoot a bolt to push the target 5 feet away from you. You can use this reaction a number of time equal to your proficiency bonus per short or long rest.

Magger

Your dwarven crossbow is deadlier than ever. Beginning at 17th level, you can attack tree times, instead of two, when you make a ranged weapon attack with your dwarven crossbow.

Bodkin Rune

You spend 4 hours to carve a rune on any crossbow to improve its efficiency. At 20th level, creatures hit by your crossbow gain the vulnerability to your attack until the end of your turn. This rune lasts until the destruction of your weapon, or if you carve this rune on another crossbow. You can only have one Bodkin Rune active at a time.

Part 5 | Crossbow Master

Dwarven Defender

Dwarven defenders are devoted protectors. Trained to stand still, they dedicate themselves to the protection of their allies while preventing their enemies to pierce through their rank. They are the dwarvest dwarves, the epitome of this grumpy race that will sacrifice themselves for the sake of their friends.

Shield Strike

Your shield mastery allows you to use it as a weapon.

At 1st level, when you take the action Shove, you can use your bonus action to hit your target with your shield before it falls on the ground.

Your shield counts as a simple melee weapon that does 1d6 bludgeoning damage.

You can not apply your attack modifier to the damage dealt, unless you took the fighting style Two-Weapon Fighting.

Defensive Stance

You are the defender, the one who protects everyone else. An unflinching wall.

At 3rd level, you can use a bonus action to enter a defensive stance, providing you are carrying a shield. While in this position, your speed becomes 15 feet and can not be modified by any means, and you can not take the action Dash.

When you enter this position, you gain temporary Hit Points equal to you dwarven warmonger level. As long as you are in this stance, you then gain at the beginning of each of your turn a number of temporary Hit Points equal to your Constitution modifier, and a +2 bonus to your attack rolls. Your temporary Hit Points expires at the end of the turn following the end of this stance.

You can keep this stance for a number of turn equal to your proficiency bonus + your Constitution modifier. You can freely put an end to this stance on your turn.

You can use this feature once per short rest at 3rd level, twice at 6th level, three times at 10th level and four times at 15th level.

Threat

You learnt to exhale a threatening presence that forces your enemies to try to get rid of you by any means.

At 6th level, as an action on your turn, you force every hostile creature within 15 feet of you and that can perceive you to make a Wisdom saving throws contested by your Strength (Intimidation) check.

If a creature fails the contest, it will try to attack you at any cost. If it wins, it has disadvantage on any attack roll made this turn against any other creatures than you. At the end of its turns, a creature who failed its contest can make a Wisdom saving throw against your initial roll. On a success, the effect ends. This feature last for a number of turn equal to your Proficiency bonus.

You can use this feature once per short rest at 6th level. At 10th level, you can use your Threat feature twice per short rest, at 17th level three times and it now affects hostiles creatures within 30 feet of you.

Firmly Rooted

You are almost unmovable while in defensive stance. At 10th level, while in defensive stance, you have advantage on Saving throws against any effect that would move you (such as telekinesis, or shovel, but not banishment or teleportation) or affray you.

Improved Defensive Stance

You keep your position even better.

Beginning at 15th level, while in defensive stance, you now also have the resistance to non-magical bludgeoning, piercing, and slashing damage. Your bonus to attack rolls becomes +4, and at the beginning of each of your turn you gain a number of temporary Hit Points equal to your Dwarven Warmonger level.

Dwarven Fortress

At level 20, you are the ultimate bulwark for your clan.

Your Constitution score increases by 4, your maximum for this score is now 24. You can now use your defensive stance at will, without duration limit.

Part 6 | Dwarven Defender

Line Breaker

A Line breaker’s purpose is to harass the opponent. They aim to disorganize their enemies, strike fast and retreat faster. They stay calm in every circumstance and keep a global vision of the battlefield, even when in the midst of a fight. Operating at short and middle range most of the time, their role is to prevent the enemies from acting.

Always Armed

You specialize yourself in thrown weapons.

At 1st level, every weapon with the thrown property, along with battleaxe and warhammer, that you have in hand gain the property boomerang.

Battleaxes and warhammers you carry now gain the thrown property, with a range of 10/30 feet.

Boomerang: A weapon with the boomerang property which is thrown comes back automatically in the hand of its wielder once the attack resolved, if it has not been caught by another sentient creature in the meanwhile (such as a monk with Deflect Missiles). If the wielder cannot catch it, the weapon drops to the ground in the square from which it was thrown.

Dwarven Maneuvers

Your purpose is to destabilize enemies so your allies can deal greater damage, and you have an arsenal of techniques to do so.

Maneuvers. At 3rd level, you learn two dwarven maneuvers of your choice, which are detailed under “Dwarven Maneuvers” below. You can only use one dwarven maneuvers per turn.

You learn one additional maneuver at 6th, 10th, 15th, 17th, and 20th level. Every time you gain a level in this class, you can replace one maneuver you know with a different one.

Uses. At 3rd level, you have 4 uses of your maneuvers. This rises to 5 at 10th level, 6 at 15th level and 8 at 20th level. You regain all your uses of dwarven maneuvers on a short or long rest.

Saving Throws. Some of your maneuvers require your targets to make a saving throw to resist the maneuver’s effect. The saving throws DC is calculated as follows:

Maneuver Save DC = 8 + your proficiency bonus + your Strength modifier

Furthermore, when you attack with a weapon which has the thrown property, you can use the steady aim feature.

Steady Aim

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Skilled Breaker

You learnt to throw you weapon with more strength and technique. At 6th level, every weapon with the thrown property that you are carrying have their damage dice increased by one size.

You also now harass your opponent with a minimum of risk taken. At 6th level, you can use your bonus action to Disengage.

You Too

Beginning at 10th level, once on each of your turn, when you make a weapon attack, you can immediately make another attack against a creature within 10 feet of your first target and within range of your weapon.

You Too does not work while your weapons are Ethereal.

Ever Ready

You are always ready to shake the enemy wave. At 15th level, when you roll initiative and have no dwarven maneuvers remaining, you regain 1 use. At 17th level, you regain two uses of your maneuvers.

Master Breaker

Your Strength score increases by 2, your maximum for this score is now 22.

Part 7 | Line Breaker

Dwarven Maneuvers

The maneuvers are presented in alphabetical order.

Brutal Strike

Your blow is particularly vicious. When you take the Attack action on your turn, you can spend one use of your dwarven maneuver to make your next attack at disadvantage. If you hit your target, your damage dealt increases by 2d8.

At 10th level, damages increase by 3d8, and 4d8 at 15th level.

Clay Decoy

As an action, you can spend one use of your dwarven maneuver to create a clay decoy within 10 feet of you and Disengage yourself. Enemies within 10 feet of the decoy have to make a Wisdom saving throw or will try to attack the decoy rather than you. The decoy has an AC of:

8 + your proficiency bonus + your wisdom modifier.

It collapses on the first attack that hits it. At 15th level, the decoy can absorb two hits before collapsing.

Covering Fire

You help your allies to reposition themselves. During the turn of one your allies who is within the normal range of a boomerang weapon that you carry, you can use your reaction and spend one use of your dwarven maneuver to create a covering fire. You target every enemy with rapid shot that does not deal any damage but destabilize them. Your ally can now move without triggering any opportunity attack, until the end of their turn.

At 15th level, you can use this maneuver for allies within the long range of your boomerang weapon.

Ethereal Weapon

You use dwarven magic to make your weapon ethereal. As a bonus action, you can spend one use of your dwarven maneuver, weapons with the boomerang property that you carry now have the ethereal property until the end of your turn.

At 15th level, this effect lasts until the beginning of your next turn.

Ethereal: A weapon with this property pass through all creatures. Your weapon touches every creature in line within its normal range. You only make one attack roll, which count for every creature you hit. The weapon comes back to your hand at the first creature you missed.

Impact

You strike with all your might. Before you make an attack roll with a weapon who has the boomerang property, you can spend one use of your dwarven maneuver to try to push away your target, if it is no more than one size larger than you.

If you hit, your target has to make a Strength saving throw or take 1d4 additional damage and be pushed 5 feet away from you. If the target succeeds, it only takes half the additional damage.

At 10th level, the damage increases to 2d4 and the target is pushed 10 feet away, 3d4 and 15 feet at 15th level.

Nimble Wrist

You swing your weapon harmoniously. As a bonus action, you can spend one use of your dwarven maneuver to activate Nimble Wrist. Weapons with the boomerang property that you carry now ignore half-cover.

This effect lasts for a number of turn equal to your Strength modifier (minimum 1), and cannot be cumulated with Steady Arm.

Beginning at 15th level, your weapons also ignore three-quarter cover when you use this maneuver.

Repositioning

You execute a strategic repositioning. When you use this dwarven maneuver, you can now use the Disengage Action as a bonus action until the end of your turn.

At 15th level, your movement speed also increases by 25 feet until the end of your turn when you use this maneuver.

Steady Arm

As a bonus action, you can spend one use of your dwarven maneuver to increase the range of the weapon you are carrying. The range of daggers, handaxes, light hammers, and darts increases to 30/120 feet, javelins and tridents’ range increases to 40/180 feet, battleaxes and warhammers’ range increase to 20/60 feet.

This effect last for a number of turn equal to your Strength modifier, and cannot be cumulated with Nimble Wrist.

Part 7 | Line Breaker

Rune Priest

Rune priest are the support unit within dwarven cohorts. They carve runes on the battlefield to buff their allies or hinder their enemies.

Rune Carver

Your training was more focused on studying the old runes and the earth rather than on your physical condition. You learnt to mold the earth and to summon runes on the battlefield. Beginning at 1st level, you know the Mold Earth cantrip (Wisdom is your spellcasting ability for this spell).

On your turn, you can use your bonus action to carve a rune on the ground within 30 feet of you. The place you carve your rune must be in sight and unoccupied. Each rune lasts for one minute and activates its effect at the end of its duration. If you trigger it prematurely, the rune disappears. The carved runes disappear if you fall unconscious.

You can use a number of runes as described in the following chart.

You regain all of your runes on a short or long rest.

Level Rune Uses
1 2
2 2
3 3
4 3
5 4
6 4
7 5
8 5
9 6
10 6
Level Rune Uses
11 7
12 7
13 7
14 8
15 8
16 8
17 9
18 9
19 9
20 10
  • You can have only one carved rune at a time. This limit increases to 2 at the same time at 10th level, and 3 at 17th level.
  • Two runes can see their zone of effect overlap, but cannot be carved on the same zone.
  • If you carve a new rune that goes over the limit, the oldest one disappears immediately without triggering its activation.
  • Only one rune of each type can be carved at the same time.

Saving Throws. All runes have magical effect. If a rune requires your targets to make a saving throw to resist the rune’s effect, the saving throws DC is calculated as follows:

Rune Save DC = 8 + your proficiency bonus + your Wisdom Modifier

You automatically learn runes at the level written below.

Rune of Dust (1st level)

The ground within 15 feet of the rune becomes difficult terrain for the creatures of your choice.

For an action on your turn, you may activate the rune: a dust cloud rises from the ground in the area of the rune and last for a number of turn equal to your Wisdom modifier. The area is now heavily obscured.

Rune of Blessing (1st level)

A number of creatures of your choice equal to half your Wisdom modifier (rounded down, minimum 1), within 15 feet of the rune are under the Bless spell.

For an action on your turn, you may activate the rune: You can heal any creature of your choice within the area of the rune for a total number of hit points equal to your Wisdom modifier + your Dwarven Warmonger level. This heal does not work on construct or undead.

At 10th level, your rune now affects a number of creatures equal to you Wisdom modifier.

Rune of Overload (3rd level)

A number of creatures of your choice equal to your Wisdom modifier (rounded down, minimum 1), within 10 feet of the rune gains once per turn a 1d4 Force damage bonus.

For an action on your turn, you may activate the rune: You overload your allies with power. Before the beginning of your next turn, every affected creature will deal maximum damage on their next weapon or cantrip attack that hits. Only weapon, cantrip and bonus damages from the rune are maximized.

At 10th level, bonus damages increase to 1d8.

Part 8 | Rune Priest

Rune of Stone Molding (3rd level)

When you carve this rune in the ground, you can create within 15 feet of it a stone wall in a free space. The wall is 6 inches thick, 5 feet wide and tall, and serves as half cover.

For an action on your turn, you may activate the rune without making it disappear (still within the 1-minute time limit): You can move one of the created walls inside the rune area.

Beginning at 10th level, you can create 2 walls when you carve this rune. At 17th level, the walls serve as three-quarter cover.

Rune of Sanctuary (6th level)

When you carve this rune in the ground, any creature of your choice within 10 feet of it is protected by the Sanctuary spell against creatures outside the rune area. If a warded creature makes an attack, casts a spell that affects an enemy creature, or deals damage to another creature, the rune ceases to protect it, and that even if the warded creature goes out and then back in the rune area.

For an action on your turn, you may activate the rune: You shatter the sanctuary and an energy wave spreads.

Every hostile creature within 15 feet of the rune has to do a Wisdom saving throw or use all its movement on its turn to move away from the now gone rune by the safest route, before taking any action or bonus action. On a success, nothing happens.

Rune of Quicksand (6th level)

The ground within 15 feet of the rune becomes quicksand. The area is considered difficult terrain and any creature starting its turn within the area is dragged 5 feet towards the rune. If a creature finds itself on the center of the quicksand, it has to do a Strength saving throw or be restrained until the end of its turn.

For an action on your turn, you may activate the rune without making it disappear (still within the 1-minute time limit): A creature of your choice has to do a Strength saving throw or be dragged 5 feet towards the center of the rune.

At 15th level, the quicksand expands to a 20 feet radius, and you can now target two creatures anytime you activate the rune.

Rune of Recall (10th level)

Every creature that starts its turn within 15 feet of the rune, or enters its area is marked. The mark persists until the rune activation or its disappearance, and that even if the creature is no longer in the rune area.

For an action on your turn, you may activate the rune: a number of creatures equal to your Wisdom modifier (minimum 1) is teleported back to the rune area, on the free space of your choice. There must be a safe ground for the creature to be teleported there. If a creature is not willing, it has to do a Charisma saving throw or be teleported. On a success, nothing happens.

Beginning at 17th level, all of your runes mark the creature that start their turns in their area or enters it. The destination point remains the Rune of Recall area.

Rune of Life Commingling (15th level)

Allied creatures within 15 feet of the rune put their pool of hit points in common. Damages taken are still calculated according to the hit creature for the sake of vulnerabilities and resistances, but the total of hit points is now common. A heal on one person will now make the whole pool rises. If the pool of hit points falls to 0, every affected creature is knocked unconscious. This effect lasts for every creature affected until the rune is activated.

For an action on your turn, you may activate the rune: The pool of hit points is equally shared between every affected creature. During the redistribution, if a creature receives more than its total hit points, the surplus hit points are shared with the other creatures. If there is not enough hit points left for every creature to recover at least 1 hit points, the rune priest choses to whom the hit points are distributed.

Part 8 | Rune Priest

Rune of True Sight (15th level)

Every creature within 20 feet of the rune is revealed as in daylight, and they can see into the Ethereal Plan within the rune area. The rune completely negates any effect that would affect sight

For example: a magician under invisibility is revealed within the zone, but recovers its invisibility if he goes outside the rune area without breaking its concentration. Darkness and similar spells or effects vanish within the rune area.

For an action on your turn, you may activate the rune: A burning light comes from the rune. You target a number of creatures of your choice equal to your Wisdom modifier. A target has to do a Dexterity saving throw or take 8d6 + your Wisdom modifier radiant damage and be blinded. The damages are halved on a success, with no additional effect.

Rune of Mass petrification (20th level)

A number of creatures equal to your Wisdom modifier (minimum 1) starting their turn within 10 feet of the rune, or who enters in its area, undergoes the Flesh to Stone spell.

A creature affected must continue to do its saving throw even when no longer in the rune area or after it disappeared. A creature that succeeds or fails its three savings throws is immune to the effect of the rune for the next 24 hours.

For an action on your turn, you may activate the rune: every affected creature feels crushed by the stone and makes its next saving throw at disadvantage.

Telluric Magic

Your affinity with magic brought you closer to the earth. Beginning at 10th level, you can now cast Erupting Earth, Stone Shape, and Conjure Elemental (only to conjure an Earth Elemental). Those spells are cast at their base level, and Wisdom is your spellcasting ability.

For this feature, you have a total number of spell slot equal to your proficiency bonus, and recover them on a long rest.

Rune overhaul

At 17th level, you can move one rune in sight to a new free space within 30 feet of you. If you have 2 or more runes carved, you can also switch their places.

You can use this feature 3 times per long rest.

Runelord

At 20th level, you gain some insight of the Dwarven Gods wisdom.

Your Wisdom score increases by 2, your maximum for this score is now 22.

Part 8 | Rune Priest

The Dwarven Warmonger

Version 1.0

Created by Bosi

This class was made possible thanks to Baloo, Erinaceus, Iedonis, Natika, and Orka, and all the Homebrew content I hoarded and found inspiration within.

Artist Credits (by order of appearance):

 

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