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Rune Blade

The document describes the Runeblade class, detailing its features, abilities, and spellcasting capabilities. Runeblades are elite warriors trained in both combat and magic, utilizing runeblades to channel their spells and enhance their combat effectiveness. The text outlines various levels, proficiencies, specializations, and spells available to Runeblades, emphasizing their versatility and unique role in combat scenarios.

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0% found this document useful (0 votes)
27 views6 pages

Rune Blade

The document describes the Runeblade class, detailing its features, abilities, and spellcasting capabilities. Runeblades are elite warriors trained in both combat and magic, utilizing runeblades to channel their spells and enhance their combat effectiveness. The text outlines various levels, proficiencies, specializations, and spells available to Runeblades, emphasizing their versatility and unique role in combat scenarios.

Uploaded by

espi57
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Runeblade

A
tall human strides through the rank and file of
troops, clad in a deep blue platemail, troops Class Features
rallying behind him. He reaches the frontline As a Runeblade, you gain the following class features
his greatsword erupting with electrical energy
he mutters a few words with a small motion Hit Points
from his left hand and looses a bolt of lightning Hit Dice: 1d8 per Runeblade level
at the enemy tearing the opposing ranks Hit Points at 1st Level: 8 + your Constitution modifier
asunder. A white dragonborn approaches the fire giant he Hit Points at Higher Levels: 1d8 (or 5)+ your Constitution
was hired to kill a mischievous glint in his eye, he watches as modifier per Runblade level after 1st
the giant roars and struggles as a perfect duplicate of himself
does battle with the giant he waits for his time to strike. A Proficiencies
dark figure steps into the room as the mage talks to his Armor: All Armor, Shields
advisors it removes it’s cloak revealing a large form with a Weapons: Martial weapons, Simple weapons
black smoke eternally falling from it’s shoulders it looks up Tools: None
it’s glowing yellow eyes like spotlights the baleful yellow light Saving Throws: Strength, Intelligence
boring into the mage as fear fills his body, him and his allies Skills: Choose two from Arcana, Athletics, History,
begin to tremble as a deep booming voice emanates from the Investigation, Persuasion
form ordering them to surrender. Soon after they have Equipment
surrendered a small 5 foot eleven woman disperses the effect You start with the following equipment, in addition to the
upon herself and doubles over in laughter at the look on the equipment granted by your background:
mages face. Sword an
(a) Chainmail (b) Leather Armor, Longbow and 20 arrows,
Sword and Spell (a) Runeblade and Runeshield or (b) Two Runeblades
Runeblades are trained in both extreme skill with a weapons (a) Scholar's Pack or (b) Explorer's Pack
and armor as well as training in numerous schools of magic Any martial weapon and signet ring
primarily their own unique type of war magic making them Runeblade
extremely versatile warriors. They have a greater mastery of
the arcane than average and utilize runeblades, weapons Runeblade exclusively draw from a small pool of weapons as
imbued with powerful magic, these weapons allow them to these are the most commonly used and versatile;
direct their magic more effectively and the very nature of the Greatswords, Greataxes, Mauls, Longswords, Battleaxes,
blade and the wielder allows them to charge the blade with Warhammers and Shortswords
pure arcane energy than manifests in the for of lightning.
Runeblade exclusively draw from a small pool of weapons as Charged Blade
these are the most commonly used and versatile; You have training in the use of the runeblade to channel
Greatswords, Greataxes, Mauls, Longswords, Battleaxes, magic, it can be used as a spell casting focus. You may also
Warhammers and Shortswords although they train in the use activate it for a minute, during this time it does additional
of numerous other weapons and frequently carry additional lightning damage equal to you charge blade die. You can use
weapons that aren’t their runeblade, only normally resorting this feature a number of times equal to your proficiency
to revealing what they truly are when pressed. bonus it take a bonus action to activate and you can have it
active on more than one weapon at a time. You regain all uses
Sword and Spell after you take a long rest.
Runeblades are elite warriors produced by an arcane order
usually to ensure a way of disposing of rogue mages that Spellcasting
could spell disaster or hunting beasts that the mages require As a student of the arcane art of magic you have the ability to
parts from under certain circumstance they may even use conjure warmagics specialised to Runeblades.See chapter 10
them to ensure wars and other such political conflicts go the for the general rules of spellcasting and the bottom of this
way the mages of the order want it to there are only 1 in 20 class for the Runeblades spell list.
that are trained to become runeblades that are actually
capable of fulfilling all the requirements needed to become Cantrips
one most end up as Eldritch Knights, Arcane Tricksters or At 1st level, you know two cantrips of your choice from the
Wizards. Such orders are usually other secret or known of Runeblade spell list.You learn additional Runeblade cantrips
but keep most of their activities and plans a secret as of such of your choice at higher levels, as shown in the Cantrips
runeblades are often more known just to be a rumor very few Known column of the Runeblade table
could actually claim to have ever seen one however on
occasion if the need call a runeblade may fully reveal himself
to a whole kingdom this is usually because of some dire need
to provide aid to them or need of great aid from them himself
The Runeblade
Level Proficiency Bonus Features Charge Blade Die Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Runeblade, Charged Blade, Spellcasting 1d4 2 — — — — —
2nd +2 Weapon Bond, Fighting Style 1d4 2 2 — — — —
3rd +2 Runic Specialisation 1d4/d6 2 3 — — — —
4th +2 Ability Score Improvement 1d4/d6 2 3 — — — —
5th +3 Extra Attack 1d4/d6 3 4 2 — — —
6th +3 Enhanced Rune, Warmagic 1d6/d8 3 4 2 — — —
7th +3 Runic Specialization 1d6/d8 3 4 3 — — —
8th +3 Ability Score Improvement 1d6/d8 3 4 3 — — —
9th +4 — 1d6/d8 3 4 3 2 — —
10th +4 Mage Bane 1d6/d8 4 4 3 2 — —
11th +4 Runic Specialization 1d6/d8 4 4 3 3 — —
12th +4 Ability Score Improvement, Greater Runes 1d8/d10 4 4 3 3 — —
13th +5 — 1d8/d10 4 4 3 3 1 —
14th +5 Warding runes 1d8/d10 4 4 3 3 1 —
15th +5 Runic Specialization 1d8/d10 4 4 3 3 2 —
16th +5 Ability Score Improvement 1d8/d10 4 4 3 3 2 —
17th +6 — 1d8/d10 4 4 3 3 3 1
18th +6 Greater Warmagic, Runic Mastery 1d10/d12 4 4 3 3 3 1
19th +6 Ability Score Improvement 1d10/d12 4 4 3 3 3 2
20th +6 Mastery Of Sword And Spell 1d10/d12 4 4 3 3 3 2

Spell attack modifier = your proficiency bonus + your


Spell Slots intelligence modifier
The Runeblade tale shows how many spell slots you have to
cast your spells of 1st level and higher. To cast one of these Spellcasting Focus
spells you must expend a slot of the spells level or higher. You You can use your Runeblade as a spellcasting focus for your
regain all expended spell slots when you finish a long rest. Runeblade spells.
For example, if you know the 1st level spell witch bolt and
have a 1st and 2nd level spell slot available, you can cast Weapon Bond
witch bolt using either slot. At 2nd level you can bind your Runeblade to yourself
Learnig spell slots of 1st level or higher magically you may bind up to two weapons or a weapon and a
At first level you learn a number of spells equal to your Runeshield or other magical shield. You cannot be disarmed
intelligence modifier plus half your runeblade level rounded of these weapons while they are bound to you in this way
up you gain spells as you gain levels and increase your unless you are incapacitated. If it is on the same plane of
intelligence modifier. Each level as well as gaining an existence you can summon one as a bonus action.
additional spell you may also elect to switch one of the spells
you already have for a spell of a level that you can cast. Fighting Style
At 2nd level you gain one of the following fighting styles you
Spellcasting Ability cannot take the same fighting style more than once even if
Your spellcasting ability is intelligence your spell attack rolls you gain fighting styles from another source
and saving throws and use this. Whenever the game refer toy
you spell casting ability you use your intelligence modifier. Defense
Spell Save DC = 8+ your proficiency bonus + your While you are wearing armor you gain a +1 bonus to your AC
intelligence modifier
Dueling Runic Mastery
When you are wielding a melee weapon in one hand and no At 18th you may give a +3 to one rune item of your choice or
other weapons, you gain a +2 bonus to damage rolls with that add +2 to two rune items of your choice
weapon.
Great Weapon Fighting
Greater Warmagic
When you roll a 1 or 2 on a damage die for an attack you At 18th when you use you action to cast a spell you may make
make with a melee weapon that you are wielding with two- one weapon attack as a bonus action.
hands, you can reroll the die and must use the new roll, even
if the new roll is a 1 or 2, this must have the two-handed or Mastery of Sword and Spell
versatile property for you to gain this benefit. At 20th level you strength score increases by 2 to a maximum
Two-Weapon Fighting
of 22 and you gain access to one 6th level spell slot and learn
When you engage in two-weapon fighting, you can add your 2 6th level wizard spells of your choice.
ability modifier to the damage of the second attack
Runic Specialisation
Starting at 3rd level you choose one runic specialization that
best represents you training and magic speciality as a
Runeblade it is advisable that you think about how you were
trained and decide which specialisation you intend to go
before you start. You gain features from this at 3rd, 7th, 11th
and 15th level you also gain additional spells from your
specialisation.
Ability Score Improvement
When you reach 4th, 8th, 12, 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
At 5th level, you can attack twice, instead of once, whenever
you take the attack action on your turn.
Enhanced Runes
At 6th you may give a +1 to one rune item of your choice
Warmagic
At 6th when you use you action to cast a cantrip you may
make one weapon attack as a bonus action.
Magebane
At 10th when you cast an abjuration spell that requires you to
make an ability check as a part of that spell (as in
Counterspell and Dispel Magic), you add your proficiency
bonus to that ability check.
Greater Runes
At 12th you may give a +2 to one rune item of your choice or
add +1 to two rune items of your choice
Warding Runes
At 14th level, you have advantage on saving throws against
spells. Furthermore you have resistance to the damage of
spells.
Mirage Knight
Runic Specialisation Mirage knights specialise in illusionary magic which they
Each runeblade School has diffrent specialisation. This is so utilize to distract targets and get the better of them as well as
that they can deal with any and all threats that arise in the to cast spells and they even reach a point where they may
world. change places with their illusions and even force them to
become corporeal for brief amounts of time these knights
Stormbreaker often hide in the shadows and avoid direct confrontation or
Stormbreakers specialise in evocation this is the use of when in direct conflict utilize illusions of themselves to cause
powerful elemental warmagics, those that train in this Runic the target to get confused and possibly attack the illusion.
speciality concentrate on spells with large areas of effect and Mirage Knight Spells
are devastating front line combatants able to wield the power Runeblade Level Spells
of a storm with one hand and defeat skilled melee
combatants with the other they prefer direct confrontation 3rd Disguise Self, Color Spray
and apply simple solution. They make up the bulk of 5th Blur, Invisibility
runeblades and are the quintessential Sword mage.
9th Fear, Major Image
Stormbreaker Spells 13th Phantasmal Killer, Greater Invisibility
Runeblade Level Spells
17th Seeming, Dream
3rd Witch Bolt, Thunderwave
5th Lightning Blast, Scorching Ray Spectral Self
9th Lightning Bolt, Thunder Step At 3rd level you create a nigh perfect duplicate of yourself
within 60 feet as a bonus action. You may move it up to your
13th Fire Shield, Ice Storm speed on subsequent rounds as a bonus action.It may not
17th Cone of Cold, Steel Wind Strike travel further than 60 feet from you. You may cast spells from
the duplicate but you must be able to see the target. If you
Lightning Lash and your duplicate are within 5 feet of the same target you
At 3rd when your charged blade is active you may make a have advantage on your first attack against the target. It lasts
ranged spell attack it has a range of 30 feet and does (2 x for 10 minutes and you have one use of this effect per short
charge blade die). When you take the attack action this counts rest. No magic that alters you form or the way you move
as 1 attack as of such it benefits from the extra attack feature. effects this illusion of yourself.
Wrath of the Tempest True Illusion
At 3rd your Charge blade damage die increases by one die At 7th whenever you use your Spectral Self ability all effects
increment use the higher damage die displayed on the table. on yourself are transferred to the illusion this also applies to
effect on yourself post the creation of the illusion. You may
Walking Tempest now use spectral self twice per short rest.
At 7th While your charged blade is active you have a aura of
electrical energy that sparks around you any creature that is Warped Strike
within 5 feet of you at the start of your turn takes your charge At 7th you learn how cause your illusion to become
blade die as damage. Reroll 1’s on lightning based damage if temporarily real when you take the attack action you may
you roll a 1 again you must keep it. make one attack with your Spectral self it benefits from all
effects on you at the time. If you and your illusion are within 5
Heart of the Storm feet of the same target the first time you do this on that target
At 11th the range of your lightning lash increases to 60 feet both attacks have advantage.
and you are resistant to lightning damage
Illusory Warp
Stormborn At 11th you learn how to shift into the form of your illusion
At 15th while charge blade is active you are resistant to forcing yourself into its place on your turn you may elect to
thunder damage and immune to the deafened condition and teleport to the location of you Spectral Self switching
gain a fly speed equal to that of your movement you may also locations with it this takes your action to do. You may instead
elect to at the end of your charge blade duration use another do it as a bonus action but you dispel the Spectral self in the
use to make it last another minute as a free action. process of teleporting.
Master of Spectres Indisputable Terror
At 15th you now have 3 uses of Spectral Self a short rest. You At 11th you have advantage on save against being frightened
may now elect to expend up to all 3 uses of spectral self and ad creatures that are immune to the frightened condition
creating as many spectres as charges you use. These spectres no longer are for you however they have advantage on the
may all be controlled and moved with one bonus action saving throw.
provided they all move in a similar way ( The same direction
or converging on one point) if all 4 spectres are within 5 feet Mass Hysteria
of the same target you have advantage on all attacks against At 15th this effect has a 60 foot range and a 20 foot radius
that target. every creature of your choosing in that area must make a
wisdom saving throw or attack the closet creature to them on
Dreadlord their next turn this effect wears off at the start of your next
turn.You can use this effect once per day regaining it after a
Dreadlords are Runeblades that specialise in the use of long rest.
enchantment and Fear magic to terrify enemies taking
advantage of their fear to finish them off they often utilize this
ability for subterfuge such as killing people in public places
or they also serve as frontline troops that inspire fear in the
heart of enemies even capable of causing people to collapse
from fear.
Dreadlord Spells
Runeblade Level Spells
3rd Cause Fear, Tasha’s Hideous Laughter
5th Crown of Madness, Hold Person
9th Fear, Vampiric Touch
13th Confusion, Blight
17th Hold Monster, Synaptic Static

Aura of Dread
At 3rd level once per short rest you may use an action to
activate your aura of dread at which time you become
terrifying to all enemies within 30 feet. All creatures of your
choosing within the aura must make a wisdom save save
against your spell save DC or become Frightened of you. This
effect lasts for 1 minute and any new creature to enter the
aura on subsequent turns must also make a saving throw.
This frighten last for 1 minute or until the aura dissipates.
The aura lasts for 1 minute. You may choose how you look to
those while this effect is active. A creature may repeat it’s
saving throw at the end of each of it’s turns.
Encroaching Insanity
At 3rd whenever a creature that is under a fear effect from
you is within 5 feet of you at the start of it’s turn it suffer 1d6
psychic damage.
Aspect of Dread
At 7th you may now choose to look like you do while under
the effects of aura of Dread you may change your appearance
like this using an action while you use this illusion you gain
Expertise in the intimidation skill.
Blade of Delirium
At 7th you may now choose when you activate your charge
blade for the blade to drip with shadow when you do so it
instead does psychic damage to the target.
Runblade Spells Mage Armor Warding Wind 4th Level
Magic Missile Banishment
Cantrips Ray of Sickness 3rd Level Blight
Acid Splash Shield Blink Confusion
Firebolt Thunderwave Counterspell Fire Shield
Frostbite Witch bolt Dispel Magic Polymorph
Gust Erupting Earth Sickening Radiance
Minor Illusion 2nd Level Flame Arrows Stoneskin
Poison Spray Blur Haste Storm Sphere
Prestidigitation Cloud of Daggers Hypnotic Pattern
Ray of Frost Crown of Madness Life Transference 5th Level
Shocking Grasp Dragon’s Breath Lightning Bolt Bigby’s Hand
Sword Burst Enlarge/Reduce Phantom Steed Cloudkill
Lightning Blast Protection From Energy Cone of Cold
1st Level Lightning Ray Sleet Storm Dominate Person
Absorb Elements Magic Weapon Slow Far Step
Burning Hands Melf’s Acid Arrow Thunder Step Immolation
Chromatic Orb Misty Step Tidal Wave Synaptic Static
False Life Ray of Enfeeblement Vampiric Touch Telekinesis
Ice Knife Shatter

Runeblade spell
Descriptions
Lightning Blast
2nd-level Evocation
Casting Time: 1 action
Range: 30 feet
Components: V,S,m
Duration: Instantaneous
A line of lightning blasts forth from you in a 30 feet long 5
feet wide line from you in a direction of your choice. Each
creature in the line must make a Dexterity saving throw. A
creature takes 3d8 lightning damage on a fail and half as
much on a success.
At Higher Levels. When you cast this spell using a spell
slor of 3rd level or higher, the damage increases by 1d8 for
each slot level above 2nd.
Lightning Ray
2nd-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V,S
Duration: Instantaneous
You create three rays of energy and hurl them at targets
within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target
takes 2d6 lightning damage.
At higher Levels.When you cast this spell using a spell
slor of 3rd level or higher, you create on additional ray for
each slot level above 2nd.

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