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Great Stature

  • casting time None
  • range Self

  • components None
  • duration Permanent

The magic of your runes permanently alters you.

When you gain this feature (10th level) roll 3d4.

You grow a number of inches in height equal to that roll.

The extra damage you deal with Giant's Might feature increases to 1d8 (already calculated).

Rune Knight Class Feature

Indomitable

  • casting time None
  • range Self

  • components None
  • duration None

You can reroll a saving throw that you have failed.

If you do so, you must use the new roll, and you can't use this feature gain until you finish a long rest.

You get more uses of this at 13th and 17th level.

Rune Knight Class Features

Runic Shield

  • casting time 1 Reaction
  • range 60 Feet

  • components None
  • duration Instant

You learn to invoke your rune magic to protect your allies.

When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

You can use this feature 4 times, and you regain all expended uses when you finish a long rest.

Rune Knight Class Features

Giant's Might

  • casting time 1 Bonus Action
  • range Self

  • components None
  • duration 1 Minute

You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

-If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
-You have advantage on STR checks and STR saving throws.
-Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.

You can use this feature 4 times, and you regain all expended uses of it when you finish a long rest.

Rune Knight Class Features

Storm Rune

  • casting time 1 Bonus/Reaction
  • range 60 Feet

  • components None
  • duration 1 Minute

You have advantage on INT (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.

You can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated.

Until the state ends, when you or another creature you can see within 60 ft. of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.

Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Rune Knight Class Features

Hill Rune

  • casting time 1 Bonus Action
  • range Self

  • components None
  • duration 1 Minute

You have advantage on saving throws against being poisoned, and you have resistance against poison damage.

You can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute.

Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Rune Knight Class Features

Stone Rune

  • casting time 1 Reaction
  • range 30 Feet

  • components None
  • duration 1 Minute

You have advantage on WIS (Insight) checks, and you have darkvision of 120 ft.

When a creature you can see ends its turn within 30 ft. of you, you can use your reaction to force the creature to make a WIS saving throw (DC:14).

Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor.

The creature repeats the saving throw at the end of each of its turns, ending the effect on a success.

Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Rune Knight Class Features

Frost Rune

  • casting time 1 Bonus Action
  • range Self

  • components None
  • duration 10 Minutes

Invoke this rune to bolter your sturdiness.

For 10 minutes you gain +2 to all ability checks and saving throws that use STR or CON.

You also gain advanttage on Animal Handling (WIS) and Intimidation (CHA/STR) checks.

Must complete at least a short rest in order to use this rune again.

Rune Knight Class Features

Species Traits

  • casting time Dependent
  • range Dependent

  • components Dependent
  • duration Dependent

-Medium, Walk 30 Feet
-Languages: Common, Gaelic, Giant, Pictish, Scottish, Solamnic
-Armor: Light, Medium, Heavy, and shields
-Weapons: Martial, Simple
-Tools: Leatherworker's tools, Smith's tools, Land Vehicles (carts, carriages)

Rune Knight Species Traits

F F
F F
F F
F F
F F
F F
F F
F F
F F

Mage Slayer

  • casting time Reaction
  • range 5 Feet

  • components Dependent
  • duration Instant

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

-When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

-When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

-You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Rune Knight Class Features

Rune Knight (Fighter Class Features)

  • casting time Dependent
  • range Dependent

  • components Dependent
  • duration Dependent

-Fighting Style:
---DUELING - when you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls.

-SECOND WIND: Once per short rest, you can use a bonus action to regain 1d10+10 HP.
-ACTION SURGE: You can take 1 additional action on your turn (once per short rest).

-DUAL WIELDER: You add +1 to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed weapon isn't considered light.
-SLASHER: You can reduce a creature's speed when you deal slashing damage. You also gain the ability to wound a creature on a CRIT, causing it to have disadvantage on all attack rolls until the start of your next turn.

Rune Knight Class Features

Sword of Shaping Water

  • casting time 1 Action
  • range Dependent

  • components Dependent
  • duration Instant

(Your Weapon can take many shapes and forms, which will you choose?) All weapons have a +7 to hit and a +5 to damage
The properties of each weapon vary.

-Dagger: 5ft/20 ft (thrown), 1d4 piercing (finesse, light, thrown)

-Shortsword: 5ft, 1d6 slash/pierce (finesse, light)
-Rapier: 5ft, 1d8 piercing (finesse)
-Falchion: 5ft, 1d6 slashing (finesse, light)

-Messer: 7 ft, 1d8 slashing (versatile)
-Longsword: 5ft, 1d8 slash/pierce (versatile)

-Greatsword: 7ft, 2d8 slashing (2-handed)
-Swordspear: 10ft, 1d10 slash/pierce (2-handed)

It is not the weapon, but the wielder, and you have carved the rune of water as you wave it.

Rune Knight Combat Action

Longbow

  • casting time Action
  • range 150/600 Ft

  • components 1d8 + 3
  • duration Instant

For when you can't get close enough to use your sword.

This bow has more range than standard shortbows, at the cost of being harder to aim in closer proximity. If an enemy is within 40 feet of you, you are imposed with the threatened condition and suffer disadvantage to aiming on any target.

Rune Knight Combat Action

General Actions

  • casting time Action/Bonus
  • range 5 Feet

  • components n/a
  • duration Instant


-UNARMED Strike (use your fists as a weapon).
-SHOVE (action to push things into other things or down)
-GRAPPLE (an action to wrestle an enemy)
-DODGE (improve your chances of avoiding damage)
-DASH (take an action to x2 your movement)
-DISENGAGE (take an action to avoid opportunity attacks)

-HELP (give advantage to an ally or help them with death saving throws)
-HIDE (even if you're not stealthy, try cover)
-INFLUENCE (talking is a free action)
-READY (take an action now to prepare it for a triggered event, like ready an attack when an enemy rounds a corner)
-SEARCH (take some time to look around)

-IMPROVISE (take an action to practice your improv...kidding, but be creative and ask for help)

All Classes General Actions

F F
F F
A A
A A
A A