Homebrew Class for Dungeons and Dragons 5e: Runic Warrior

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#1

Plus1RingOfAwesomeness

Jul 31, 2015 21:03:13

Runic Warrior:

 

A stout dwarf clad in heavy armor glows with radiant light as he draws a rune in the air, then charges at his enemies with a warhammer in his hand.

 

A tall, gangly human draws on his own chest, growing until he can pick up his enemy and hurl him into the air.

Screaming in fury, a short goblin dives between his opponents legs and climbs up his back, quickly stabbing his opponent with a short sword inscribed with a bright red rune which glows as the killing blow strikes home.

These warriors, though very different, all have the ability to use their knowledge of ancient, magical runes to command their space on the battlefield. These runes fuel their attacks and enhance their bodies along with their armor, creating true battle-mages.

 

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 and Shields

Weapons: Simple and Martial Weapons

Tools: Smith’s Tools

 

Saving Throws: Intelligence, Strength

 

Skills: Choose two from Arcana, Athletics, Insight, Intimidation,

Investigation, Medicine and Nature

 

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) leather, crossbow, and 20 bolts

  • (a) an explorer’s pack or (b) a scholar’s pack

 

 

Lvl. 1:

Whenever you cast a damage dealing rune, add your intelligence modifier to the damage dealt.

 

Rune of Resilience:

 

As the magic from the first rune inscribed into your skin, it gives you a small boost to your inner strength and vitality. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, the rune creates a ward around you that will only activate when unarmored-When you aren’t wearing armor, your AC equals 10+ your Dexterity modifier.

 

The Gray Book:

 

After learning your first rune, a magical book called The Gray Book formed in the air in front of you. Inside were nothing but droves of empty pages until, looking more closely, the first page began to glow. Suddenly, a flash of light was emitted, and on the page was the Rune of Resilience. Whenever you learn a new rune it will appear to you in visions, some terrifying, and some peaceful (These will occur at level 3, 5, 9, 11, 15, and 20). This book allows you to draw your runes again if necessary, and provides you a resource to look for runes you have forgotten with time and lack of use. You can pick 1 new rune at each of the indicated levels from The Gray Book rune list.

 

Lvl. 2:

 

Fighting Style: At 2nd level, you adopt a style of fighting as your  specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later 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 re-roll 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.

 

Rune of Quickness in Action:

 

As the rune is inscribed on your skin, you feel a newfound strength in your limbs. Your base land speed increases by 10, and you can impose disadvantage on an attack roll against you once per short rest. At higher levels: You can impose disadvantage twice at level 5, three times at level 11 and four times at level 17 per short rest.

 

Lvl. 3:

 

Rune of Healing:

As the rune is inscribed into your palm, the rune glows a bright blue. Your touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your runic warrior level x5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of the Rune of Healing, expending hit points separately for each one.

Also, this rune makes you immune to diseases.

 

Runic Studies:

 

Becoming a true Runic Warrior requires dedicating your studies to a single chapter of The Gray Book. There are three chapters: the Life Chapter, the Balance Chapter, and the Death Chapter-and each come with different powers. In the Life Chapter, you will learn runes of healing, vitality, growth and strength. In the Balance Chapter, runes of nature and shape-shifting. In the Death Chapter, you will learn runes of destruction, resurrection, curses and soul-draining.

 

Life Chapter Rune 1- Rune of Mass Healing:

 

When you draw this rune in the air, all friendly people or creatures who can see the rune are restored 1d8 hitpoints per runic warrior level. Also, any poisons within 30 ft are neutralized, and an aura of bright light extending for 10 ft is created around you, causing enemies in the area trying to attack you to have disadvantage on their roll for 1d4 rounds. At the end of these rounds, the magical aura dissipates. This rune can only be used once per short rest.

 

Balance Chapter Rune 1- Rune of Teleportation:

 

When you draw this rune in the air, you may push it towards yourself or another humanoid within 50ft. When the rune makes contact that turn, you may have them teleport up to 60ft in any direction. At lvl. 12 Runic Warrior, you may target 2 humanoids during the same action. At lvl. 16 Runic Warrior, you may choose to instead teleport the target to a sigil you have visited. You can only use this rune once per short rest.

 

Death Chapter Rune 1- Rune of Gigantism:

 

When you draw this rune in the air, you may push it towards yourself or another friendly humanoid within 50ft. When the rune makes contact this turn, it causes the humanoid to grow unnaturally fast, giving it advantage on attack rolls for the rest of the encounter. Also, the rune increases the strength of the bearer, who will deal an extra 1d10 damage with every hit. Enemies attacking against it will also have advantage. After the encounter, the rune dissipates, and the person the rune is affecting returns to its normal size and also exhibits one level of exhaustion. When you reach lvl 12 Runic Warrior, you may target 2 humanoids during the same action. You can use this rune only once per short rest.

#2

Plus1RingOfAwesomeness

Jul 31, 2015 21:03:57

Lvl 4:

 

Ability Score Improvement:

When you reach 4th level, and again at 8th, 12th, 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.

 

Lvl 5:

 

Extra Attack:

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn (This ability doesn’t stack).

 

Lvl. 6:

 

Life Chapter Rune 2-Rune of Magic Removal:

When you draw this rune in the air, choose one creature, object, or magical effect within 30ft. Up to lvl 3 spells immediately are extinguished-spells above 3rd level take a dc check of 10+spell level to discontinue. At lvl 9, 12, 15, and 18, spells you can immediately end increase by 1 (at lvl 9 Runic Warrior, you can immediately end 4th level spells). You may use this ability 2/day.

 

Balance Chapter Rune 2- Rune of Transformation:

 

When you draw this rune on your skin, you gain the ability to polymorph 2/day for 1 hour increments into an animal of medium size or lower, though you may choose to end the effect earlier. At lvl 10, 15, and 20 this effect can last up to another hour per use (at lvl 20 Runic Warrior, this effect can last up to 4 hours) and at lvl 18 you may use this ability 3/day.

 

Death Chapter Rune 2- Rune of Curses:

 

When you draw this rune on an opponent (dex save (15)), the subject of the rune immediately gains the following adverse effects: -6 decrease to an ability score of your choice, each turn in an encounter the target rolls a DC (10) check to see if it can act normally, and if it fails it takes no action, and loses 1d4 hp per hour. This curse is permanent, but can be removed with the following spells: remove curse, break enchantment, wish, or miracle. Also, this rune will be visible on the opponents skin and active even after a polymorph spell is cast on the opponent. You may use this ability 1/day.

Lvl 7:

Life Chapter Rune 3- Rune of Radiant Fire:

When you draw this rune in the air, it creates a circle of white hot flames that expand outward up to 50 ft in diameter. These flames deal 5d6 fire damage, and then creatures still within the circle of flames at the end of the round take 4d6 radiant damage. You are immune to the effects of this rune. At lvl 7, you can write this rune only 1/short rest, but at lvl 10, 15 and 20 this increases by 1, and at each of the levels indicated the fire damage increases by 1d6.

 

Balance Chapter Rune 3- Rune of Blade Deflection:

 

When you draw this rune on your skin, a magical ward is created around you. You gain resistance to all non-magical weapons including silvered weapons. This effect is permanent, and cannot be drawn on other creatures or humanoids.

 

Death Chapter Rune 3- Rune of Controlling Undead:

 

When you draw this rune on an undead (Dex save (12)), the subject of the rune obeys your every command unless it is suicidal or obviously harmful. At the end of the day, it makes a will save (DC=(15)) to end the effect. If it fails, it is under your command for another day. You can only draw this rune on undead that have equal or less Hit Dice than you, and you can only draw this rune 1/day.

 

Lvl. 10:

 

Rune of Weapon Bonding:

You can inscribe a rune of power onto the hilt of a single weapon. A weapon inscribed with this rune becomes magical and deals an extra 4d4 force damage. Only one weapon at a time can be inscribed this way-the rune will disappear from any previous weapons inscribed when the rune is added to a new weapon. Also, the rune takes 4d4 hours after its inscription to activate.

 

Lvl. 15:

 

Improved Critical:

Your weapon attacks score a critical hit on 19-20.

 

Life Chapter Rune 4- Rune of Breathing Souls:

 

When you inscribe this rune on a corpse (a corpse is defined as at least the head and the heart of the original body with a new body of the same race as the head of the body, or a corpse that may or may not be missing arms or legs), it revitalizes the body, and, if the soul is willing, fits the soul back into the corpse. Any missing limbs (other than the head) and any organs (other than the heart) are regenerated, and the head and heart are repaired. This does not affect those who have died of old age, and you can resurrect a person who has been dead for up to a century, but no longer. Finally, this spell does not affect the equipment of the dead person in any way. 1/long rest.

 

 

Balance Chapter Rune 4- Rune of Storm Making:

 

 

When you draw this rune in the air, you create an enormous black cloud, charged with lightning. This rune lasts for 10 rounds. This rune can only be drawn 1/long rest.

Rnd 1- Each creature under the cloud (radius 3 miles or smaller if it cannot be that large) must make a Constitution Save (DC=15) or be deafened for 1d4+10 rounds.

Rnd 2- Acid rain falls, dealing 1d6 points of acid damage (no save)

Rnd 3- You call up to six bolts of lightning down from the cloud. You decide where the bolts strike (No two bolts can strike the same target) Each bolt deals 10d6 electricity damage, and must succeed on a Dexterity save (DC=15) to take half damage.

Rnd 4- Hailstones rain down, dealing 5d6 bludgeoning damage (no save).

Rnds 5 through 10- Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. Speed is reduced by three-quarters. Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check (DC=15) or fails outright.

 

Death Chapter Rune 4- Rune of Animating the Dead:

 

When you draw this rune on the ground, the dead beneath your feet begin to turn over, and crawl towards the surface. If you are in a graveyard, you raise 5d6 undead (you may choose between skeletons and zombies) under your indefinite control, but you can only control 3x Runic Warrior Lvl. Otherwise, you only can raise 1d6 undead. All skeletons have resistance to piercing and slashing damage, and all zombies have resistance to bludgeoning damage. Their hit dice are all 3d12, and deal 2d4 bludgeoning damage on a hit. The undead under your command will not listen to suicidal orders. This rune can only be drawn 1/long rest.

 

Lvl. 20:

 

Life Chapter Rune 5- Rune of Angels:

When you draw this rune on your skin, a searing pain explodes through your body. Strong, white wings force their way through the skin of your back, and you begin to glow with a bright inner light. You immediately stop aging and become immune to all diseases and poisons. You gain the ability to fly 30ft, and can choose to create an aura of light around you that is 15 ft in radius as a free action. In this aura, all friendly attack rolls deal an additional 2d6 radiant damage. Also, friendly humanoids in the aura including yourself gain 2d6 temporary hit points per round. Finally, all your attacks have become imbued with the power of the everlasting flames of heaven and deal an additional 2d6 fire damage.

 

Balance Chapter Rune 5- Rune of the Wolf Pack:

 

When you draw this rune on your skin, a searing pain explodes through your body. A rippling howl explodes from your throat, and your skin grows slightly darker. Your body almost immediately feels strange, and the following effects occur: You immediately stop aging and become immune to all diseases and poisons, your AC gets a natural armor bonus of +2, and you receive a +2 to wisdom, +6 to all saving throws, and +8 to strength. Also, you gain the ability to shapeshift into a Direwolf. In this alternate form, which you can change into as a free action, Your speed is 50ft, and your maximum hit points double. In addition, all your equipment changes to fit your new shape except for your weapons, which is replaced with a bite attack (+11, 1d8+10 (p)). Those bitten by you cannot develop lycanthropy. Finally, you can call upon a pack of wolves (2d6 wolves) if desired-these wolves have the same attack as you, half your health in your normal form and will obey your commands, except for suicidal ones, and will stay with you until you tell them to leave or die. You may not summon a new pack while a pack is still with you, and can only call upon a new pack 1/day.

 

Death Chapter Rune 5- Rune of Demons:

 

When you draw this rune on your skin, a searing pain explodes through your body. The ground that you are standing on turns black, and all unintelligent life nearby flees your presence. Your knuckles grow small spikes of bone, and your eyes turn red, and those who look closely at them say they can see flames flickering in your irises. You immediately stop aging and become immune to all diseases and poisons, as well as electricity. Also, you become able to true-see: To see through magical and true darkness, see invisible creatures or objects normally, and see through illusions. You gain resistance to acid, cold and fire the ability to telepathically communicate. Finally, three times per day you cause one of the two following effects to occur:

  1. You can create a nimbus of unholy light. When you trigger the ability as a free action, rainbow-colored beams play around your body. One round later they burst in a 60-foot radius. Any creature within this area other than you must succeed on a DC 22 Constitution save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions.

  2. You explode with negative energy, and a wave of darkness rushes outward from you, traveling up to 60 ft in every direction. All creatures other than you within the radius of the negative energy take 10d6 necrotic damage on a failed save (Dexterity save DC=18) and lose 2d4 max hit points. On a successful save, the creature takes half damage. You add ¼ of all the max hitpoints lost by all the creatures hit to your max hit points.

 

Whenever you draw a rune after inscribing this rune on your skin, you lose 1d4 max hitpoints.

#3

Plus1RingOfAwesomeness

Jul 31, 2015 21:04:24

The Gray Book: (Choose 1 per lvl.)

 

Lvl. 3:

  1. Rune of Fire Breathing: This rune grants the ability to spit gouts of flame. You can breathe fire up to two times/short rest, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage.

  2. Rune of Charming: The rune, when drawn in the air and pushed into an enemy, does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person ends the rune’s effect. You must speak the person’s language to communicate your commands, or else be good at pantomiming. 1/short rest.

  3. Rune of Feather Falling: When you draw this rune in the air and push it into a falling friendly creature, the creature’s fall slows drastically and does not take any fall damage. 3/short rest.

  4. Rune of Languages: When you draw this rune into your skin, you can read and write in any language and speak two more languages (other than druidic). This effect is permanent.

  5. Rune of Inner Revitalization: When you draw this rune on your skin, a rush of energy flows through you. You regain hitpoints=Runic Warrior Lvl. every turn for the rest of the encounter. 1/short rest.

  6. Rune of Disguises: When you draw this rune on your skin, you can imagine any humanoid figure. For the next hour, everyone who looks at you will see what you imagined. 1/short rest.

Lvl. 5:

  1. Rune of Blinding: When you draw this rune in the air, all unfriendly creatures or humanoids become stunned for 1d4 turns. This can only be used 1/long rest.

  2. Rune of Illusions: When you draw this rune in the air, all unfriendly creatures or humanoids see the object of their greatest desire. You choose where this image appears, and you can only draw this rune 1/long rest.

  3. Rune of Mending: When you draw this rune on a broken object, the object stitches itself back together, completely whole once more. 3/short rest.

  4. Rune of Dueling: When you draw this rune on your skin, you gain the ability to duel wield two handed martial weapons as if they were one handed simple weapons. You can only draw this rune on yourself, and its effects are permanent. 1/long rest.

  5. Rune of Magic Detection: When you draw this rune on the air, you gain the ability to see through any magical illusions and can detect any hidden magical presence within 30ft of you for 10 minutes. 2/short rest.

  6. Rune of Harming: When you draw this rune on an enemy creature or humanoid, (Dex save DC=15) that enemy is dealt 1d6 necrotic damage per Runic Warrior Lvl. 1/short rest.

Lvl. 9:

  1. Rune of Daggers: When you draw this rune in the air and push it towards a creature, 1d12 daggers appear, floating ominously in front of it. The next round, the creature is dealt 1d4 piercing damage for each dagger that appeared. 1/short rest.

  2. Rune of Invisibility: When you draw this rune on yourself or another humanoid, it immediately becomes invisible for 1d4 hours. 1/short rest.

  3. Rune of Cloning: When you draw this rune on yourself or another humanoid, it immediately duplicates, creating a copy of the person you drew the rune on. This image is a perfect replica, but fades after 1d4 rounds of combat or 5 minutes. While the copy is still visible, creatures without blindsight and truesight must succeed on an intelligence save equal to your runic warrior level+your intelligence modifier or attack the clone instead of you, destroying the clone if they overcome the clone’s armor class, which is equal to your dexterity modifier+10. 1/short rest.

  4. Rune of Protection: When you draw this rune on another humanoid, that humanoid becomes resistant to bludgeoning, piercing and slashing damage from non-magical weapons for the duration of the encounter. 1/short rest.

  5. Rune of Truth Seeing: When you draw this rune in the air, all who see the rune can only speak the truth until you dispel the rune, including yourself. 1/long rest.

  6. Rune of Purifying: When you draw this rune in a food or drink, it immediately is cured of any poisons.

Lvl. 11:

  1. Rune of Binding: When you draw this rune on yourself and other humanoid, you bond your life forces together. You become able to communicate telepathically with one another, and when one of you dies, the other feels as if himself or herself died. You can only draw this rune once.

  2. Rune of Telekinesis: When you draw this rune on yourself or another humanoid, the creature becomes able to telepathically move small objects that are not in the direct control of another creature. This effect lasts for 1d4 rounds or 5 minutes. 1/short rest.

  3. Rune of Divination: When you draw this rune on a pool of water, the water shimmers and shows you the place or person you desire that you have seen before to see at that moment in time. This effect lasts for 1d4 minutes. 1/short rest.

  4. Rune of Memory Modification: When you draw this rune on another humanoid, you are able to directly modify what he or she remembers. The effects on their mind last indefinitely, unless this effect is dispelled by a spell. 1/long rest.

  5. Rune of Banishment: When you draw this rune on a fiend or undead, (Dex save DC=15) it takes 1d8 radiant damage per Runic Warrior Lvl. 1/short rest.

  6. Rune of Extreme Cold: When you draw this rune in the air, the air becomes icy and a winter storm rolls in, obscuring the sky. All creatures take 1d6 cold damage and then hail falls from the sky for the next 1d4 rounds, dealing 1d4 bludgeoning damage to every creature for the duration of the rounds. 1/long rest.

Lvl. 15:

  1. Rune of Lightning: When you draw this rune in the air, a thundercloud (if there isn’t one already) forms in the sky. Lightning flashes down on a single creature every round at your discretion, dealing 4d10 lightning damage. This effect lasts for five rounds. 1/long rest.

  2. Rune of Stoneskin: When you draw this rune on you or another humanoid, that humanoid’s speed decreases by 5 and their armor class increases by 8 for 4 rounds. 1/long rest.

  3. Rune of Deadly Harming: When you draw this rune on a creature or humanoid, (Dexterity Save is 15 to completely negate, Constitution Save is 20 to only be dealt half damage) it deals 10d12 points of necrotic damage to that creature or humanoid, and persists for two more rounds, dealing 5d12 damage, then 2d12 points of necrotic damage respectively. 1/long rest.

  4. Rune of Earthquakes: When you draw this rune on the ground, the earth rumbles under your feet, then shakes extremely hard, knocking all creatures and humanoids other than you prone (Dexterity Save 25 for the other creatures) within 70 ft of you. 1/long rest.

  5. Rune of Madness: When you draw this rune on a sleeping creature or humanoid, that creature or humanoid is affected as though under a crown of madness spell when it wakes. 1/long rest.

  6. Rune of Pyrotechnics: When you draw this rune on a ranged weapon, it deals an extra 5d8 fire and 5d8 force damage on a hit, and is considered magical. This rune disappears after it hits an enemy (and the weapon loses all effects caused by the rune). A weapon cannot have this rune drawn on it more than once at the same time. 1/long rest.

Lvl. 20:

  1. Rune of Imperfect Invulnerability: When you draw this rune on your skin, your proficiency bonus doubles for saving throws for magical attacks against you. This effect lasts until the end of combat or 5 minutes. 1/long rest.

  2. Rune of Wishes: When you draw this rune in the air, you cast any 8th level spell without having to pay its components. 1/long rest.

  3. Rune of Inspiring Heroism: When you draw this rune in the air, you give all friendly creatures and humanoids within 70 ft advantage on their attack rolls, including yourself. This effect lasts for 1d4 rounds. 1/long rest.

  4. Rune of Incredible Fortitude: When you draw this rune on yourself or another humanoid, that humanoid gains temporary hit points equal to their max hitpoints until end of combat. 1/long rest.

  5. Rune of Extreme Blessings: When you draw this rune on your skin, one ability score increases to 30 (+10) for 1 minute. 1/long rest.

  6. Rune of Combat Prowess: When you draw this rune on a weapon of your choice, your proficiency bonus doubles with the weapon, and any successful weapon attack is treated as a critical hit, without the attack being an automatic hit (unlike a natural twenty). 1/long rest.