Rune Fencer

Rune Fencer

Listening to an old Gnome professors seminar about the primordial language, a young Tiefling boy is called to the front, to practice writing the language on the chalkboard. After carefully performing the strokes for the Runic symbol of Fire “Ignis” the boy steps away, only to see the symbol glowing red hot on the chalkboard. Suddenly, a burst of flame erupts! Once the smoke settles the Gnome professor stands there, with half his beard singed away, and the chalkboard in ashes.

A silver haired elf woman stands with her companions, facing a red dragon in its lair, atop its large hoard of gold. The dragon begins to breath in deeply, preparing to incinerate them all with its fire breath. The elf simply smiles slyly as she steps forward and traces a symbol of light in the air, causing a large circle of glowing blue runes to spread across the floor around her and her companions' feet. The dragon roars, releasing the inferno in its belly, once finished the elf slashes through the remaining fire with her sword, revealing the group unharmed.

Quick with a blade as well as an incantation, the Rune Fencer is a versatile duelist that employs the power of arcane runes to sway the tide of battle both offensively and defensively. This fighter excels in magical defense and elemental power, allowing this stalwart defender to protect his or her allies.

THE RUNE FENCER

—Spell Slots per Spell Level—

Level

Proficiency Bonus

Features

Runes Harboured

Spells Known

1st

2nd

3rd

4th

5th

1st

+2

Runes, Vivacious Pulse

1

2nd

+2

Fighting Style, Spell Casting

1

4

2

3rd

+2

Runic Theory feature

1

5

3

4th

+2

Ability Score Improvement

1

6

3

5th

+3

Fencing Magic

1

7

4

2

6th

+3

Battuta

1

7

4

2

7th

+3

Runic Theory feature

2

8

4

3

8th

+3

Ability Score Improvement

2

8

4

3

9th

+4

Vivacious Pulse (2 times)

2

9

4

3

2

10th

+4

Runic Theory feature

2

9

4

3

2

11th

+4

Evasion

2

10

4

3

3

12th

+4

Ability Score Improvement

2

10

4

3

3

13th

+5

2

11

4

3

3

1

14th

+5

Fencing Magic Mastery

2

11

4

3

3

1

15th

+5

Runic Theory feature

3

12

4

3

3

2

16th

+5

Ability Score Improvement

3

12

4

3

3

2

17th

+6

Vivacious Pulse (3 times)

3

13

4

3

3

3

1

18th

+6

Runic Theory feature

3

13

4

3

3

3

1

19th

+6

Ability Score Improvement

3

14

4

3

3

3

2

20th

+6

Elemental Sforzo

3

15

4

3

3

3

2

CLASS FEATURES

As a Rune Fencer you gain the following class features.

HIT POINTS

Hit Dice: 1d10 per Rune Fencer level

Hit points at 1st Level: 10+ your Constitution Modifier

Hit points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Rune Fencer level after 1st

PROFICIENCIES

Armor: Light Armor, Medium Armor

Weapons: Simple weapons, Longswords, Greatswords, Rapiers, Shortswords

Tools: Calligrapher's Supplies

Languages: Primordial

Saving Throws: Dexterity, Intelligence

Skills: Choose two from Acrobatics, Athletics, Arcana, History, Investigation, Perception, Religion

EQUIPMENT

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

  • (a) A Longsword or (b) two Shortswords

  • (a) Leather Armor or (b) A Chain Shirt

  • (a) A component pouch or (b) an Arcane Focus

  • You gain a +2 damage bonus to melee weapon attacks per rune harboured. The damage type depends on the rune harboured as shown in the Damage Bonus Type column of the Runes table. 

  • You take 3 less damage per rune harboured. The damage type depends on the rune harboured as shown in the Damage Resist Type column of the Runes table.

  • You gain the ability to cast certain cantrip spells depending on the runes harboured as shown in the Cantrips column of the Runes table.

RUNES

Rune Name

(Rune Meaning)

Damage Bonus Type

Damage Resist Type

Cantrips

Ignis 

(Fire)

Fire

Cold

Create Bonfire

Fire Bolt

Green Flame Blade

Gelus

(Ice)

Cold

Thunder

Frostbite

Ray of Frost

Flabra

(Wind)

Thunder

Poison

Booming Blade

Gust

Thunderclap

Sulpor

(Lightning)

Lightning

Acid

Lightning Lure

Shocking Grasp

VIVACIOUS PULSE


You trace a special rune in the air meaning “Heart” giving you a boost of stamina. On your turn, you can use a bonus action to regain 5 hit points per rune harboured, this does not release the harboured runes. You can use this feature once between short rests, twice starting at 9th Level, and three times between short rests starting at 17th level.

SPELL CASTING


Drawing upon the power of Runes empowered by the Planes of Elemental Chaos, you can cast spells to shape that power to your will. See chapter 10 in the Player’s Handbook for the general rules of spellcasting and the end of this document for the Rune Fencer Spell List.

SPELL SLOTS

The Rune Fencer table shows how many Spell Slots you have to cast your spells of 1st level and higher. To cast one of these Rune Fencer Spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish 

A long rest.

 For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level slot available, you can cast burning hands using either slot.

SPELLS KNOWN OF 1ST LEVEL AND HIGHER

At 2nd Level you know four 1st-level spells of your choice from the Rune Fencer spell list.

   The Spells Known column of the Rune Fencer table shows when you learn more Rune Fencer spells of your choice. Each 

of these spells must be of a level for which you have spell slots. For instance, when you reach 7th Level in this class, you can learn one new spell of 1st or 2nd Level. 

ABILITY SCORE IMPROVEMENT


When you reach 4th level and again at 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.

FENCING MAGIC


At 5th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Additionally, you also learn two more Runes from the primordial language to use, as well as one “Studied Rune”, runes that you have spent time researching in other languages that grant special effects, you can find the Studied Rune table at the end of the class description.

Additional Runes

Tellus

(Earth)

Poison

Lightning

Magic Stone

Mold Earth

Poison Spray

Unda

(Water)

Acid

Fire

Acid Splash

Shape Water

BATTUTA


At 6th level, as a reaction to being hit by a melee attack, you may release one of the runes you are harbouring in yourself to make a Runic Counter, or Runic Deflect. You may not harbour any additional Runes within yourself on your next turn.

Runic Counter. Make a melee weapon attack against the creature that attacked you, if it hits it deals additional damage equal to your proficiency bonus +2 of the damage type of the Rune expended. If the Rune does not have a damage type, it uses the damage type of your weapon.

Runic Deflect. Reduce damage by 1d10 + proficiency bonus + Intelligence Modifier.

EVASION


Beginning at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

FENCING MAGIC MASTERY


Beginning at 14th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. Additionally, you also learn two runes from the celestial language to use, and two new Studied Runes.

STUDIED RUNES

Magicis

(Magic)

Force

Psychic

Mage Hand

Prestidigitation

Animo

(Mind)

Psychic

Force

Minor Illusion

Vicious Mockery

Message

Telum

(Weapon)

Your Weapon Damage

Bludgeoning, Piercing, Slashing

True Strike

Blade Ward

Resistance

Vita

(Life)

You gain 3 temporary HP per Vita Rune at the start of your turn.

Celeritas

(Speed)

+15 to movement speed

Peritia

(Skill)

+2 to Dexterity and Strength skill check rolls

Sto

(Resist)

+1 to Saving Throw rolls

Contego

(Protect)

+1 to AC

Augendae

(Enhance)

+1 to Spell Save DC

Percutiens

(Strike)

+2 to Weapon Attack Rolls

Sagaciter

(Accuracy)

+2 to Spell Attack Rolls

Intendi

(Concentrate)

+2 to Concentration Checks

Exitium (Destruction)

+2 to Spell Damage

RUNIC THEORIES

Different Rune Fencers employ their thoughts and studies to different approaches and develop their fighting prowess. The Runic Theory you choose to emulate reflects your approach.

THEORY OF ASSAILMENT


BONUS PROFICIENCIES

When you choose to study the Theory of Assailment at 3rd level, you gain proficiency with the Battleaxe, Glaive, and Greataxe.

    If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your Rune Fencer spells.

  • (a) A Scholar’s pack or (b) a Diplomat’s pack

  • Any simple weapon, and calligrapher's supplies

RUNES


At 1st Level you obtain the ability to harness Runes: powerful magic in the form of text from different languages. You know four Runes from the primordial language infused with the power from the Planes of Elemental Chaos. You trace one of these Runes in the air with light and then harbor it into yourself giving you special effects based on the Rune Harboured. You can Harbour a number of runes in yourself as shown in the Runes Harboured column of the Rune Fencer table.

    As a bonus action, you trace in the air with your hand or weapon, one of the Runes listed in the Rune table, and then grabbing the symbol floating in the air, you harbour it into yourself. A harboured runes power lasts for 1 minute within you before fading away. You may not use this feature to replace an already harboured rune with a different rune.

For each rune harboured you gain the following benefits:

   Additionally, when you gain a level in this class, you can choose one of the Rune Fencer spells you know and replace it with another spell from the Rune Fencer Spell list, which also must be of a level for which you have spell slots.

SPELL CASTING ABILITY

Intelligence is your spell casting ability for your Rune Fencer spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Rune Fencer spell you cast and when making an attack roll with one.

                 Spell Save DC = 8 + your proficiency bonus +

                                       your Intelligence modifier

           Spell attack modifier = your proficiency bonus +

                                  your Intelligence modifier

SPELLCASTING FOCUS

You can use an arcane focus as a spellcasting focus for your Rune Fencer spells.

RITUAL CASTING

You can cast a Rune Fencer spell as a ritual if that spell has the ritual tag.

FIGHTING STYLE


At 2nd Level, you adopt a particular 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.

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.

TWO-WEAPON FIGHTING

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

RUNIC THEORY


At 3rd Level, you choose a school of thought you put your efforts towards studying. Choose either the Theory of Assailment or the Theory of Resistance, both detailed at the end of the class description. The theory you choose to study grants you features at 3rd Level and again at 7th, 10th, 15th, and 18th Level.

Additional Runes

Lux

(Light)

Radiant

Necrotic

Dancing Lights

Word of Radiance

Tenebrae

(Darkness)

Necrotic

Radiant

Chill Touch

Toll the Dead

SFORZO


Beginning at 20th level, you learn the rune “Sforzo”, meaning “Effort.” As a action, you may trace this rune into the air and harbour it, this does not count against how many runes you may harbour. You may use this feature once before needing a long rest. For 1 minute, you gain the following benefits:

  •  The effects of all runes are doubled.

  • You have advantage on all saving throws.

  • You may cast Rune Fencer spells as a bonus action.

RUNIC WARRIOR

At 3rd level you are able to channel your power through a particular weapon. Whenever you finish a long rest you can trace runes along a weapon you are proficient with. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

RUNIC SLASH

Starting at 7th level, you can release one of your harboured runes as an action to swing your weapon in the air, causing an arc of energy to streak towards a target up to 30 ft. away from you. Make a ranged spell attack, if it hits it deals 3d8 damage of the type of Rune that was released, this damage is increased to 4d8 at 13th level and 5d8 at 19th level.

RAYKE

Starting at 10th level, as an action you may release 2 runes harboured that have the same damage type, to enfeeble a creature 15 ft. from you. The creature must make a Constitution saving throw against your spell save DC. If the creature fails it gains vulnerability to the expended runes damage type for a number of turns equal to your Intelligence modifier. If it succeeds on its saving throw, there is no effect. If the creature is immune it becomes resistant. If it is resistant it’s treated as if it was not

RUNIC BURST

Starting at 15th level, as an action you unleash a blast of runic energy at a point of your choosing up to 90 ft. from you by releasing all your harboured runes. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw against your spell save DC. If a target fails it takes 4d6 damage per rune with a damage type released in this way, the damage type is of the runes that were released. If a target succeeds it takes half as much damage.

EFFUSION

Starting at 18th level, the bonus damage of your runes is increased to 5. You may also add the bonus damage to the damage of your Runic Slash and Runic Burst abilities, 5 additional damage for each rune released with a damage type.

                             

THEORY OF RESISTANCE


BONUS PROFICIENCIES

When you choose to study the Theory of Resistance at 3rd level, you gain proficiency with Heavy Armor.

   

RUNIC KNIGHT

At 3rd level, you are able to channel your power through a set of armor. Whenever you finish a long rest you can trace runes along a set of armor you are proficient with. Until you finish a long rest you have resistance to either slashing, bludgeoning, piercing, fire, cold, thunder, or lightning damage while wearing that set of armor.

VALIANCE

Starting at 7th level, as an action you cause a runic circle with a radius of 15 ft. centered on you to appear on the ground, this circle moves with you, and lasts for one minute. All creatures of your choosing within this circle gain the damage resist bonus, or the bonus from your Studied Runes, of the Runes you have harboured. Once you use this feature, you can’t do so again until you finish a short or long rest.

ODYLLIC SUBTERFUGE

Starting at 10th level, when you hit with a melee weapon attack, you may release 2 of your harbored runes to have a creature make a Wisdom saving throw

 

RUNE FENCER SPELLS


1ST LEVEL

Absorb Elements

Armor of Agathys

Burning Hands

Catapult

Chaos Bolt

Chromatic Orb

Color Spray

Comprehend Languages

Detect Magic

Earth Tremor

Expeditious Retreat

Faerie Fire

Featherfall

Ice Knife

Identify

Jump

Longstrider

Mage Armor

Shield

Sleep

Tenser’s Floating Disc

Thunder Wave

Witch Bolt

2ND LEVEL

Aganazzar’s Scorcher

Blur

Continual Flame

Dark Vision

Dragon’s Breath

Dust Devil

Earth Bind

Enlarge/Reduce

Find Traps

Flame Blade

Flaming Sphere

Gust of Wind

Hold Person

Invisibility

Knock

Levitate

Magic Weapon

Maximilian's Earthen Grasp

Melf’s Acid Arrow

Mirror Image

Misty Step

Protection from Poison

Pyrotechnics

Scorching Ray

Shadow Blade

Shatter

Skywrite

Snilloc’s Snowball Storm

Spider Climb

Warding Wind

Web

3RD LEVEL

Blink

Counterspell

Dispel Magic

Elemental Weapon

Erupting Earth

against your save DC. If the creature fails, glowing runes appear along its body and it subtracts a number to all its rolls and AC equal to your Intelligence modifier until the end of your next turn. If the creature succeeds its saving throw there is no effect.

ONE FOR ALL

Starting at 15th level, as an action you can create a magical runic ward on up to 6 creatures within 30 ft. of you that lasts until you finish a long rest. The ward has a hit point maximum equal to your Rune Fencer level + 10 + your Intelligence modifier. Whenever a creature with this ward takes damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, the creature takes any remaining damage instead. Once you use this feature you can’t do so again until you finish a long rest.

RUNIC SOUL

Starting at 18th level, as an action you gain the effects of one of the following spells: Investiture of Flame, Investiture of Ice, Investiture of Stone, or Investiture of Wind. This effect is not considered a spell for you, and you may have only one of these effects active at a time. You may use this feature twice before requiring a long rest.

    Additionally, the damage resist effect of your runes is increased to 5, this extends to your Valiance feature.

Fireball

Fly

Gaseous Form

Glyph of Warding

Haste

Leomund’s Tiny Hut

Lightning Bolt

Meld into Stone

Nondetection

Phantom Steed

Protection from Energy

Remove Curse

Sleet Storm

Stinking Cloud

Thunder Step

Tidal Wave

Tongues

Wall of Sand

Wall of Water

Water Breathing

Warding Bond

Wind Wall

4TH LEVEL

Arcane Eye

Conjure Minor Elementals

Dimension Door

Elemental Bane

Fabricate

Fire Shield 

Freedom of Movement

Greater Invisibility

Ice Storm

Otilukes Resilient Sphere

Polymorph

Regen*

Stone Shape

Stoneskin

Storm Sphere

Vitriolic Sphere

Wall of Fire

Watery Sphere

5TH LEVEL

Bigby’s Hand

Cone of Cold

Conjure Elemental

Control Water

Control Winds

Far Step

Hold Monster

Immolation

Legend Lore

Mislead

Maelstrom

Passwall

Rary’s Telepathic Bond

Scrying

Seeming

Skill Empowerment

Steel Wind Strike

Telekinesis

Teleportation Circle

Transmute Rock

Wall of Force

Wall of  Light

Wall of Stone

*REGEN

 4th-level enchantment

Casting Time: 1 action

Range: 60ft. 

Components: V, S 

Duration: 1 minute 

     The target's body is enchanted with a blessing which repairs damage to their body over time. For the duration, the creature regains 1d6 hit points at the start of its turn. 

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