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### rune knight Trained to battle spellcasters, rune knights temporarily enhance their defensive and offensive capabilities using magical runes. Training in form of magic called inscription, rune knights channel arcane power into specialized runes inscribed upon their shields and weapons. ### rune knight feature At 3rd level, your rune knight gains the following features. ##### bonus proficiencies You gain proficiency in Arcana and Smiths Tools. ##### inscription Rune Knights train in an ancient form of enchantment known as inscription, granting you the ability to inscribe runes on your shields and weapons. Because runes can only be inscribed during the forging process, part of your training required you learn how these items are crafted and what materials are needed. Purchasing or crafting these items cost four times as normal. Runic weapons and shields count as magical for the purposes of damage resistance and immunity. ##### runic charge You have four runic charges, a charge is expended when you use it. You regain all of your expended runic charges when you finish a short or long rest. You gain another runic charge at 7th level and one more at 15th level. ##### shield inscription - deflection This inscription will help protect the rune knight when taking damage from area effect spells or spell like effects. As your reaction, you may expend one runic charge to activate this inscription gaining resistance to the triggering damage type until the start of your next turn. ### rune knight feature At 7th level, your rune knight gains the following features. ##### debilitating attack 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. ##### Additional Runic Charge You gain another runic charge at 7th level. \columnbreak ### rune knight feature At 10th level, your rune knight gains the following features. ##### arcane counter As a reaction, when a creature within 5 feet of you casts a spell you can make a melee weapon attack against that creature. ### rune knight feature At 15th level, your rune knight gains the following features. ##### shield inscription - reflection This inscription adds the reflection ability to your shields deflection rune . When you are the target of a spell that only targets you, you can attempt to reflect the spell back at the caster. As your reaction, you may spend one runic charge to activate this inscription. Make a Intelligence saving throw with your proficiency bonus (DC 10 + spell level). If the spell you are attempting to reflect is level 3 or lower, make this saving throw with Advantage. On a successful saving throw the spell is reflected back at the caster as if cast by the rune knight, use the spellcasters spell DC or spell modifier. Spells with a duration longer than instantaneous function until the end of the spellcasters next turn. On a failed saving throw, the spell continues to function as intended by the spellcaster. ##### Additional Runic Charge You gain another runic charge at 15th level. ### rune knight feature At 18th level, your rune knight gains the following features. ##### arcane interception When you are within 30 feet of someone you can see and hear casting a spell, you may use your reaction to teleport up to 30 feet to an unoccupied space within 5 feet of them. You may then make one melee weapon attack against that target. You may use this feature once per long rest. --- Created by Krawm (notanothergrunt@hotmail.com) \pagebreak ##### weapon inscription - sanguination This inscription adds a life drain to your chromatic strike. When you hit with your chromatic strike, you can recover hit points equal to half the damage done with chromatic strike. ##### arcane counter As a reaction, when a creature within 5 feet of you casts a spell you can make a melee weapon attack against that creature.