My Documents
Become a Patron!
Runeblade Sorcerer
\pagebreak ### Runeblade Spells *1st-level Runeblade feature* You learn additional spells when you reach certain levels in this class, as shown on the Runeblade Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level from the sorcerer or paladin spell lists. ##### Runeblade Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | Thunderous Smite, Thunderwave | | 3rd | FInd Steed, Blur | | 5th | Crusader's Mantle, Thunder Step | | 7th | Find Greater Steed, Staggering Smite | | 9th | Destructive Wave, Banishing Smite | ### Runic Warrior *1st-level Runeblade feature* At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with shields and martial weapons. The influence of your sorcerous bloodline also allows you to inscribe runes on a weapon of your choice. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. In addition, you can inscribe the weapon with a maximum of 1 rune of your choice from the Runeblade Inscriptions List, increasing to 2 at 6th level, 3 at 14th level and 4 at 18th level. The weapon counts as your runeblade and as your arcane focus for the purposes of spellcasting. ### Runic Bulwark *6th-level Runeblade feature* You gain the ability to weave a runic protection around your body and armor. As an action, you can surround your body with an arcane bulwark and have your base AC become 13 + your Charisma modifier. The effect ends after an hour, if you don armor or if you end it as an action. While under the effects of the bulwark, you can make an additional attack with your Runeblade as part of your Attack action. Once you use this feature, you can't use the feature again until you finish a long rest. \columnbreak ### Runecarving *14th-level Runeblade feature* You can take a minute to carve an arcane rune into one willing creature or object within touch range. You can expend a spell slot of 5th level or lower with a casting time of an action or bonus action, and inscribe the spell into the rune. If the spell was cast on a creature, the creature can then use their action or bonus action, depending on the spell you cast, to release it. Alternatively, you can release it yourself as an action. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes. The carving lasts for 1 hour, or until the spell is cast. You can use this feature two times. You regain all uses of this feature when you finish a long rest. ### Obelisk of Inscriptions *18th-level Runeblade feature* As an action, you can stab your Runeblade into the ground. The runeblade becomes an obelisk, branded with the runes you chose as part of your inscriptions. The obelisk exudes energy in a sphere of radius 30 ft for a duration of 1 minute While you and a friendly creature are within the sphere, you can activate the effects of your Runeblade Inscriptions before the creature rolls for an attack. When activated in this way, they do not require sorcery points. You can only attempt this once for each creature in each round. The runeblade still functions as your arcane focus, but only as long as you remain within the sphere. You can choose to dismiss this effect as an action, at which point the runeblade returns to your hand regardless of your location. Once you use this feature, you can't use the feature again until you finish a long rest, unless you spend 5 sorcery points. \pagebreakNum ## Runeblade Inscriptions Once per turn, as a free action before rolling for an attack with your Runeblade or a spell, you can activate one of the runes listed below. If an attack hits, or if otherwise specified, the effects activate. These effects do not count as metamagic effects, and the rune fades at the end of your turn. #### Rune of Recurrence - **Range:** Self - **Cost (Sorcery Points)** 1 (Runeblade) or 2 (Spell) You can reroll a melee weapon or spell attack roll. When you choose to do so, you must take the second roll. #### Rune of Debilitation - **Range:** Target - **Cost (Sorcery Points)** 2 The target of your attack has disadvantage on all saving throws against your spells until the end of their next turn. #### Rune of Conversion - **Range:** Self - **Cost (Sorcery Points)** 1 The damage you deal becomes a type of your choice between acid, fire, cold and lightning until the end of your turn. #### Rune of Instigation - **Range:** Target - **Cost (Sorcery Points)** 1 The target must make a Wisdom saving throw or have disadvantage on all attacks against creatures other than you until the end of their next turn. While under this effect, the target has advantage on all attacks against you. #### Rune of Weariness - **Range:** Self - **Cost (Sorcery Points)** 1 The target must make a Strength saving throw or have their movement reduced by half until the end of their next turn. #### Rune of Displacement - **Range:** Self - **Cost (Sorcery Points)** 3 As part of your attack, you can cast the Misty Step spell without expending a spell slot, even if is not part of your spell list or you do not have it prepared. #### Rune of Resilience - **Range:** Self - **Cost (Sorcery Points)** 1 You gain a number of temporary hitpoints equal to your sorcerer level until the start of your next turn. \columnbreak #### Rune of Rejuvenation - **Range:** 15 ft - **Cost (Sorcery Points)** 2 A friendly creature within 15 ft of you regains a number of hitpoints equal to the damage dealt with this attack, up to your sorcerer level + your charisma modifier (minimum of 1).