SIGNING IN

Trefferpunkte

Trefferwürfel 1d8 pro Stufe

Übungen

CON , INT

Runeblade

Stufe Übungsbonus Eigenschaften Cantrips Known Spells Known
1 + 2 Rune Weapon Glyph of Protection 0 0
2 + 2 Rune Weapon Glyph of Protection 2 2
3 + 2 Rune Weapon Glyph of Protection 2 3
4 + 2 Rune Weapon Glyph of Protection 2 3
5 + 3 Rune Weapon Glyph of Protection 2 4
6 + 3 Rune Weapon Glyph of Protection 2 4
7 + 3 Rune Weapon Glyph of Protection 2 5
8 + 3 Rune Weapon Glyph of Protection 2 5
9 + 4 Rune Weapon Glyph of Protection 3 6
10 + 4 Rune Weapon Glyph of Protection 3 6
11 + 4 Rune Weapon Glyph of Protection 3 7
12 + 4 Rune Weapon Glyph of Protection 3 7
13 + 5 Rune Weapon Glyph of Protection 3 8
14 + 5 Rune Weapon Glyph of Protection 4 8
15 + 5 Rune Weapon Glyph of Protection 4 9
16 + 5 Rune Weapon Glyph of Protection 4 9
17 + 6 Rune Weapon Glyph of Protection 4 10
18 + 6 Rune Weapon Glyph of Protection 4 10
19 + 6 Rune Weapon Glyph of Protection 4 11
20 + 6 Rune Weapon Glyph of Protection 4 11

Spell Slots per Spell Level

Stufe Übungsbonus Eigenschaften 1st 2nd 3rd 4th 5th
1 + 2 Rune Weapon Glyph of Protection 0 0 0 0 0
2 + 2 Rune Weapon Glyph of Protection 2 0 0 0 0
3 + 2 Rune Weapon Glyph of Protection 3 0 0 0 0
4 + 2 Rune Weapon Glyph of Protection 3 0 0 0 0
5 + 3 Rune Weapon Glyph of Protection 4 2 0 0 0
6 + 3 Rune Weapon Glyph of Protection 4 2 0 0 0
7 + 3 Rune Weapon Glyph of Protection 4 3 0 0 0
8 + 3 Rune Weapon Glyph of Protection 4 3 0 0 0
9 + 4 Rune Weapon Glyph of Protection 4 3 2 0 0
10 + 4 Rune Weapon Glyph of Protection 4 3 2 0 0
11 + 4 Rune Weapon Glyph of Protection 4 3 3 0 0
12 + 4 Rune Weapon Glyph of Protection 4 3 3 0 0
13 + 5 Rune Weapon Glyph of Protection 4 3 3 1 0
14 + 5 Rune Weapon Glyph of Protection 4 3 3 1 0
15 + 5 Rune Weapon Glyph of Protection 4 3 3 2 0
16 + 5 Rune Weapon Glyph of Protection 4 3 3 2 0
17 + 6 Rune Weapon Glyph of Protection 4 3 3 3 1
18 + 6 Rune Weapon Glyph of Protection 4 3 3 3 1
19 + 6 Rune Weapon Glyph of Protection 4 3 3 3 2
20 + 6 Rune Weapon Glyph of Protection 4 3 3 3 2

Klassenzauber

Blade Ward Fire Bolt frostbite|xge Thorn Whip resistance absorb elements|xge booming blade|scag Armor of Agathys Command Compelled Duel Detect Magic Divine Favor Ray of Frost Expeditious Retreat Hail of Thorns green-flame blade|scag True Strike Shocking Grasp lightning lure|scag primal savagery|xge thunderclap|xge Heroism Identify Jump Longstrider Mage Armor Searing Smite Shield Shield of Faith Thunderous Smite sword burst|scag Wrathful Smite zephyr strike|xge Aid Barkskin Blur warding wind|xge Branding Smite earthbind|xge Enhance Ability Find Traps Flame Blade Magic Weapon Misty Step Warding Bond shadow blade|xge Blinding Smite Blink catnap|xge Conjure Barrage thunder step|xge Dispel Magic Elemental Weapon Fireball flame arrows|xge Glyph of Warding Haste Magic Circle Protection From Energy dimension door elemental bane|xge Fire Shield Freedom of Movement Staggering Smite shadow of moil|xge Stoneskin Banishing Smite Conjure Volley far step|xge holy weapon|xge skill empowerment|xge steel wind strike|xge Teleportation Circle blade ward|xphb fire bolt|xphb thorn whip|xphb resistance|xphb armor of agathys|xphb command|xphb compelled duel|xphb detect magic|xphb divine favor|xphb ray of frost|xphb expeditious retreat|xphb hail of thorns|xphb true strike|xphb shocking grasp|xphb heroism|xphb identify|xphb jump|xphb longstrider|xphb mage armor|xphb searing smite|xphb shield|xphb shield of faith|xphb thunderous smite|xphb wrathful smite|xphb aid|xphb barkskin|xphb blur|xphb shining smite|xphb enhance ability|xphb find traps|xphb flame blade|xphb magic weapon|xphb misty step|xphb warding bond|xphb blinding smite|xphb blink|xphb conjure barrage|xphb dispel magic|xphb elemental weapon|xphb fireball|xphb glyph of warding|xphb haste|xphb magic circle|xphb protection from energy|xphb dimension door|xphb fire shield|xphb freedom of movement|xphb staggering smite|xphb stoneskin|xphb banishing smite|xphb conjure volley|xphb teleportation circle|xphb

Klasseneigenschaften

Stufe 1

Rune Weapon
Glyph of Protection

Stufe 10

Glyph of Mist

Stufe 11

Sword & Sorcery

Stufe 12

Ability Score Improvement

Stufe 14

Glyph of Focus

Stufe 15

Runeblade Archetype Feature

Stufe 16

Ability Score Improvement

Stufe 18

Glyph of Mastery

Stufe 19

Ability Score Improvement

Stufe 2

Fighting Style
Spellcasting
Arcane Strike

Stufe 20

Runeblade Archetype Feature

Stufe 3

Runeblade Archetype

Stufe 4

Ability Score Improvement

Stufe 5

Extra Attack

Stufe 6

Glyph of Power

Stufe 7

Runeblade Archetype Feature

Stufe 8

Ability Score Improvement

Fortschritt bekannter Zauber

Stufe 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Bekannte Zauber 0 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11

Trickzauber-Fortschritt

Stufe 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Bekannte Trickzauber 0 2 2 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 4 4

Übungen

Armor

light

medium

heavy

shield

Weapons

simple

martial

Skills

Startausrüstung

(a) Any ranged weapon and a container with 20 pieces of ammunition
Alternativ kannst du starten mit: 5d4×10|5d4 × 10|Starting Gold

Klasseneigenschaften

Rune Weapon (Level 1)

You can inscribe runes to a weapon to release its latent magical power. The weapon must be a weapon you are proficient with. The inscription of the runes takes 1 hour to complete, and it can be done during a short or long rest.

Once the inscription is complete, the weapon becomes a rune weapon, and gains the following benefits:

  • The rune weapon becomes magical, if it isn't already.

  • If your rune weapon is on the same plane of existence, you can summon it as a bonus action on your turn, causing it to teleport instantly to your hand.

  • You can use your rune weapon as a spellcasting focus for your spells, and you can perform the somatic components of spells with your rune weapon instead of using a free hand.

You can only have one rune weapon. If you attempt to perform the inscription on a second weapon, the magical inscripted runes of the first weapon fades.

Glyph of Protection (Level 1)

When you are hit by an attack or you fail a saving throw while holding your rune weapon, you can use your reaction to gain a bonus to your AC against that attack or to that saving throw. The bonus is equal to your Intelligence modifier (minimum of 1).

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses at the end of a long rest.

Fighting Style (Level 2)

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.

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 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.

Spellcasting (Level 2)

By the time you reach 2nd level, your dedication to the study of the arcane to augment your martial skill gives you the ability to cast spells.

Cantrips

At 2nd level, you know two cantrips of your choice from the runeblade spell list. You learn additional runeblade cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Runeblade table.

Spell Slots

The Runeblade table shows how many spell slots you have to cast your runeblade spells of 1st level and higher. To cast one of these 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 thunderous smite and have a 1st-level and a 2nd-level spell slot available, you can cast thunderous smite using either slot.

Spell Known of 1st-Level and Higher

You know two 1st-level spells of your choice from the runeblade spell list.

The Spells Known column of the Runeblade table shows when you learn more runeblade spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

Intelligence is your spellcasting ability for your runeblade spells, since you learn magic through study and practice. 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 runeblade spell you cast and when making an attack roll with one

Spell

Spell

Spellcasting Focus

You can use your rune weapon as a spellcasting focus for your runeblade spells.

Arcane Strike (Level 2)

Starting at 2nd level, when you hit a creature with a weapon attack using your rune weapon, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6.

Runeblade Archetype (Level 3)

At 3rd level, you choose to emulate the ideals and training of a runeblade archetype from the list of available archetypes. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include archetype spells.

Archetype Spells

Each archetype has a list of associated spells. You learn these spells at the levels specified in the archetype description. The spells count as runeblade spells for you, but they don't count against the number of runeblade spells you know.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

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

Glyph of Power (Level 6)

Starting at 6th level, when you attack using your rune weapon, it gains a +1 bonus to its attack and damage rolls, unless it already has a bonus to those rolls. The bonus increases to +2 when you reach 10th level in this class, and to +3 at 17th level.

Runeblade Archetype Feature (Level 7)

At 7th level, you gain a feature granted to you by your Runeblade Archetype.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Glyph of Mist (Level 10)

Starting at 10th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see if you're holding your rune weapon.

Sword & Sorcery (Level 11)

Starting at 11th level, once on each of your turns when you take the Attack action, you can forego one of your attacks to instead cast a spell with a casting time of one action.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Glyph of Focus (Level 14)

Starting at 14th level, while holding your rune weapon, you can't be disarmed, and your concentration can't be broken as a result of taking damage.

Runeblade Archetype Feature (Level 15)

At 15th level, you gain a feature granted to you by your Runeblade Archetype.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Glyph of Mastery (Level 18)

Starting at 18th level, you can use your Glyph of Protection an unlimited number of times. Additionally, once per round, you can use your Arcane Strike without spending a spell slot, as if you spent a 1st-level spell slot.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Runeblade Archetype Feature (Level 20)

At 20th level, you gain a feature granted to you by your Runeblade Archetype.

Multiklassen

Multiklassen-Voraussetzungen

  • DEX: 13 oder STR: 13

Erworbene Übungen

Armor light , medium , shield
Weapons simple , martial

Unterklassen

Unterklassen-Eigenschaften

Blade Dancer

Blade Dancer (Level 3)

The first Blade Dancers came from the secretive tribes of Zakhara, far south of Faerûn, although the exact origins are contested. Some believe that genies granted warriors of old devastating magic, while others say the gods graced those who perform worship through dance. In any case, the tradition lives on and has spread - many have adapted dances into powerful conduits of magic and graceful martial forms, mastering the use of two weapons.

Archetype Spells

You gain archetype spells at the runeblade levels listed.

Blade Dancer Spells
Runeblade LevelSpells

3rd

longstrider

5th

cloud of daggers

9th

haste

13th

freedom of movement

17th

steel wind strike

Twinned Runes

At 3rd level, you can have up to two rune weapons if both are melee weapons that don't have the two-handed property. If you attempt to create a third rune weapon, your runic magic on the oldest weapon fades. You can summon two rune weapons as a bonus action, with one weapon teleporting to each of your hands. When you do, you can make one melee weapon attack using the same bonus action if you take the Attack action on the same turn.

Blade Dance

At 3rd level, your graceful agility makes you difficult to pin down in combat. Whenever you use a bonus action to engage in two-weapon fighting, until the start of your next turn, your walking speed is increased by 10 feet, and opportunity attacks made against you are made with disadvantage.

Double Strike (Level 7)

At 7th level, you can duplicate your magical strikes when channeling energy through your paired runes. When you use your Arcane Strike while holding two of your rune weapons, until the end of the turn, your next melee weapon attack deals an additional 2d6 force damage if it hits.

Feather Step (Level 15)

At 15th level, your movement through the battlefield is comparable to an ever-flowing dance. When you move on your turn while holding two of your rune weapons, you gain a +2 bonus to your AC and Dexterity saving throws until the start of your next turn. You lose this this bonus if you are prone, take damage, or if your speed is 0.

Glyph of Hurricanes (Level 20)

At 20th level, you master the blade dance, making you a storm of steel in battle. Whenever you use a bonus action to engage in two-weapon fighting, you can make a number of melee weapon attacks up to your Intelligence modifier until you miss, instead of making only one attack.

Rune Spectre

Spectre's Ambush (Level 7)

At 7th level, at home unseen in the shadows, you learn to take advantage of an opponent's defenselessness. Weapon attacks you make with advantage or against surprised creatures deal an additional 1d6 damage of the weapon's type.

Ghastly Reconnaissance (Level 15)

At 15th level, the deathly magic of your runes binds your soul closer to the realm of the dead. You are always under the effects of a see invisibility spell, and you can cast the speak with dead spell at will.

Glyph of the Phantom (Level 20)

At 20th level, your soul is forever altered by your spectral runes and is now indistinguishable from the dead - even to the barrier between worlds. While holding your rune weapon, you can cast the etherealness spell at will without using a spell slot or requiring a verbal component. The spell ends early if you end it as a bonus action on your turn, are no longer carrying your rune weapon, fall unconscious, or die.

Runic Knight

Runic Knight (Level 3)

The origins of this archetype can be traced back to ancient giant warrior tribes, but are now associated with goliaths, who have inherited the tradition, and to dwarves who made it their own. The Runic Knight are stalwart swordsmen who learn magical glyphs to complement their martial abilities. Many go on treacherous expeditions to ruins deep underground to uncover ancient glyphs left by lost civilizations, bringing back knowledge to strengthen themselves and their homeland.

Archetype Spells

You gain archetype spells at the runeblade levels listed.

Runic Knight Spells
Runeblade LevelSpells

3rd

divine favor

5th

enhance ability

9th

glyph of warding

13th

death ward

17th

holy weapon

Flash of Steel

At 3rd level, magic releases from your weapon in a flash of light, momentarily blinding an opponent. Whenever you cast a spell of 1st-level or higher while holding your rune weapon, you can choose a creature within 10 feet of you. Until the end of your next turn, you gain advantage on your next melee weapon attack against that creature, unless that creature can't be blinded or can't see you.

Rune Gear

At 3rd level, you can inscribe either a set of armor or a shield using your Rune Weapon feature to create rune gear in addition to a rune weapon. You can only have one rune gear. Your magic on the first one fades if you attempt to make a second.

Your rune gear gains the following benefits:

  • While wearing or holding your rune gear, you are considered to be holding your rune weapon.

  • If you are able to wear or hold your rune gear, you can summon both your rune weapon and rune gear as a bonus action on your turn. If you do, the weapon teleports to your hand and the gear teleports equipped to you.

  • When you gain the Glyph of Power feature at 6th level in this class, you can use a bonus action on your turn to transfer power from your rune weapon to your rune gear, or vice versa. If the power is in your rune gear, your rune weapon's bonus to attack and damage rolls from the feature instead becomes a bonus to AC while wearing or holding your rune gear.

Glyph of the Mighty (Level 7)

At 7th level, you learn an inscription that enhances your magic with the power of warriors who have walked your path before. Whenever you use your Arcane Strike, it deals an additional 1d6 damage and you can choose its damage type: cold, fire, force, lightning, necrotic, or poison.

Glyph of the Resolute (Level 15)

At 15th level, you learn a glyph that channels magic into your runes, creating a resilient aura. Whenever you use your Glyph of Protection feature, you gain a number of temporary hit points equal to 2d10 plus your Intelligence modifier.

Glyph of the Ancients (Level 20)

At 20th level, you discover the inscription that lends you the tenacity and purpose of legendary heroes of old. You have resistance to bludgeoning, piercing, and slashing damage while holding your rune weapon.

Spellbow Archer

Spellbow Archer (Level 3)

Although the martial tradition of weaving magic into archery was originally borne and perfected by elven masters, many others have begun to emulate the art. Spellbow Archers combine deadly aim and wicked magic to overwhelm their opponents from range.

Archetype Spells

You gain archetype spells at the runeblade levels listed.

Spellbow Archer Spells
Runeblade LevelSpells

3rd

hunter's mark

5th

cordon of arrows

9th

lightning arrow

13th

freedom of movement

17th

swift quiver

Conjure Ammunition

At 3rd level, when you make an attack with a rune weapon that has the ammunition property, you can choose to magically conjure a piece of ammunition (such as an arrow or crossbow bolt) to use with your weapon as part of the attack. The ammunition disappears at the end of the turn or after it hits or misses.

Spell Shot

At 3rd level, you can infuse your arrows with the magic of your spells. While holding a ranged rune weapon, the range of spells you cast that do not have a range of self or target each creature within its range is equal to the spell's normal range, or your rune weapon's normal range, whichever is higher.

Take a Bead (Level 7)

At 7th level, your strikes leave a trace of magic that lets you aim at your target with ease. Whenever you use your Arcane Strike, until the end of your next turn, you gain advantage on your next attack against that creature.

Phasing Shots (Level 15)

At 15th level, spells you cast while holding a ranged rune weapon and attacks you make using a ranged rune weapon ignore cover.

Glyph of Hawks (Level 20)

At 20th level, if your rune weapon that has the ammunition or thrown property, both its normal range and long range are doubled. Additionally, when you miss with a ranged attack using your rune weapon, you can choose to hit instead. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses at the end of a long rest.