Trefferpunkte
Übungen
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
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
Stufe 14
Stufe 15
Stufe 16
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 5
Stufe 6
Stufe 7
Stufe 8
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
light
medium
heavy
shield
simple
martial
Startausrüstung
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.
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
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.
| Runeblade Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
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
Rune Spectre (Level 3)
The glyphs of the Spectre are considered hidden knowledge, privy only to a select few. Kingdoms only employ a few hand selected Spectres to perform covert missions, in an attempt to keep the techniques shrouded in mystery. Those who are deemed worthy to become Spectres are trained and are taught glyphs which help them stay undetected, fight in the shadows, and gather information. Those who fail the training often become maddened by what they see.
Archetype Spells
You gain archetype spells at the runeblade levels listed.
| Runeblade Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Glyph of the Poltergeist
At 3rd level, your first ghastly rune leaves its imprint on your weapon as well as your soul. While holding your rune weapon, you can make it invisible as a bonus action on your turn. While your weapon is invisible, ammunition it uses also become invisible until it either hits or misses. The first weapon attack you make against creatures that can see you but not your invisible rune weapon gains advantage. You can gain advantage using this feature against the same creature again after 24 hours.
You can end the invisibility at any time (no action required). It ends early when you become incapacitated, or when you die.
Spectre Training
At 3rd level, you benefit from extensive training in covert operations. You gain proficiency in thieves' tools and the Stealth skill. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
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.
| Runeblade Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
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.
| Runeblade Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
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.