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The Runeblade: Masters of Sword & Sorcery Design Goals
The Runeblade: Masters of Sword & Sorcery Design Goals
The Runeblade
Proficiency Cantrips
Level Bonus Features Known Spell Known 1st 2nd 3rd 4th 5th
1st +2 Rune Weapon, Glyph of Protection — — — — — — —
2nd +2 Spellcasting, Fighting Style, Arcane Strike 2 2 2 — — — —
3rd +2 Runeblade Archetype 2 3 3 — — — —
4th +2 Ability Score Improvement 2 3 3 — — — —
5th +3 Extra Attack 2 4 4 2 — — —
6th +3 Glyph of Power 2 4 4 2 — — —
7th +3 Runeblade Archetype Feature 2 5 4 3 — — —
8th +3 Ability Score Improvement 2 5 4 3 — — —
9th +4 ─ 3 6 4 3 2 — —
10th +4 Glyph of Mist 3 6 4 3 2 — —
11th +4 Sword & Sorcery 3 7 4 3 3 — —
12th +4 Ability Score Improvement 3 7 4 3 3 — —
13th +5 ─ 3 8 4 3 3 1 —
14th +5 Glyph of Focus 4 8 4 3 3 1 —
15th +5 Runeblade Archetype Feature 4 9 4 3 3 2 —
16th +5 Ability Score Improvement 4 9 4 3 3 2 —
17th +6 ─ 4 10 4 3 3 3 1
18th +6 Glyph of Mastery 4 10 4 3 3 3 1
19th +6 Ability Score Improvement 4 11 4 3 3 3 2
20th +6 Runeblade Archetype Feature 4 11 4 3 3 3 2
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Class Features Spellcasting
As a runeblade, you gain the following class features. By the time you reach 2nd level, your dedication to the study
of the arcane to augment your martial skill gives you the
Hit Points ability to cast spells.
Hit Dice: 1d8 Cantrips
Hit Points at 1st Level: 8 + your Constitution modifier At 2nd level, you know two cantrips of your choice from the
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution runeblade spell list. You learn additional runeblade cantrips
modifier per runeblade level after 1st of your choice at higher levels, as shown in the Cantrips
Proficiencies Known column of the Runeblade table.
Armor: Light armor, medium armor, heavy armor, shields Spell Slots
Weapons: Simple weapons, martial weapons The Runeblade table shows how many spell slots you have to
Tools: None cast your runeblade spells of 1st level and higher. To cast one
Saving Throws: Constitution, Intelligence of these spells, you must expend a slot of the spell's level or
Skills: Choose two from Acrobatics, Arcana, Athletics, higher. You regain all expended spell slots when you finish a
History, Intimidation, Investigation, Perception, and long rest.
Persuasion. For example, if you know the 1st-level spell thunderous
Equipment smite and have a 1st-level and a 2nd-level spell slot available,
You start with the following equipment, in addition to the you can cast thunderous smite using either slot.
equipment granted by your background: Spells Known of 1st Level and Higher
(a) chain mail or (b) leather armor You know two 1st-level spells of your choice from the
(a) a martial melee weapon and a shield or (b) two simple runeblade spell list.
or martial melee weapons The Spells Known column of the Runeblade table shows
(a) a dungeoneer's pack or (b) an explorer's pack when you learn more runeblade spells of your choice. Each of
A simple or martial ranged weapon and a container with these spells must be of a level for which you have spell slots.
20 pieces of ammunition For instance, when you reach 5th level in this class, you can
learn one new spell of 1st or 2nd level.
Rune Weapon Additionally, when you gain a level in this class, you can
You can inscribe runes to a weapon to release its latent choose one of the runeblade spells you know and replace it
magical power. The weapon must be a weapon you are with another spell from the runeblade spell list, which also
proficient with. The inscription of the runes takes 1 hour to must be of a level for which you have spell slots.
complete, and it can be done during a short or long rest. Spellcasting Ability
Once the inscription is complete, the weapon becomes a Intelligence is your spellcasting ability for your runeblade
rune weapon, and gains the following benefits: spells, since you learn magic through study and practice. You
The rune weapon becomes magical, if it isn’t already. use your Intelligence whenever a spell refers to your
If your rune weapon is on the same plane of existence, you spellcasting ability. In addition, you use your Intelligence
can summon it as a bonus action on your turn, causing it modifier when setting the saving throw DC for a runeblade
to teleport instantly to your hand. spell you cast and when making an attack roll with one.
You can use your rune weapon as a spellcasting focus for Spell save DC = 8 + your proficiency bonus + your
your spells, and you can perform the somatic components Intelligence modifier.
of spells with your rune weapon instead of using a free Spell attack modifier = your proficiency bonus + your
hand. Intelligence modifier.
You can only have one rune weapon. If you attempt to
perform the inscription on a second weapon, the magical Spellcasting Focus
inscripted runes of the first weapon fades. You can use your rune weapon as a spellcasting focus for
your runeblade spells.
Glyph of Protection
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.
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Fighting Style
At 2nd level, you adopt a particular style of fighting as your
specialty. Choose one of the following options: Archery,
Defense, Dueling, Great Weapon Fighting, or Two-Weapon
Fighting. 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.
Arcane Strike
Starting at 2nd level, when you hit a creature with a weapon
attack using your rune weapon, you can expend one spell slot Glyph of Power
to deal force damage to the target, in addition to the weapon's Starting at 6th level, when you attack using your rune
damage. The extra damage is 2d6 for a 1st-level spell slot, weapon, it gains a +1 bonus to its attack and damage rolls,
plus 1d6 for each spell level higher than 1st, to a maximum of unless it already has a bonus to those rolls. The bonus
6d6. increases to +2 when you reach 10th level in this class, and to
Runeblade Archetype +3 at 17th level.
At 3rd level, you choose to emulate the ideals and training of Glyph of Mist
a runeblade archetype from the list of available archetypes. Starting at 10th level, when you take the Attack action, you
Your choice grants you features at 3rd level and again at 7th, can teleport up to 10 feet before each attack to an
15th, and 20th level. Those features include archetype spells. unoccupied space you can see if you’re holding your rune
Archetype Spells weapon.
Each archetype has a list of associated spells. You learn these
spells at the levels specified in the archetype description. The Sword & Sorcery
spells count as runeblade spells for you, but they don't count Starting at 11th level, once on each of your turns when you
against the number of runeblade spells you know. 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
When you reach 4th level, and again at 8th, 12th, 16th, and Glyph of Focus
19th level, you can increase one ability score of your choice Starting at 14th level, while holding your rune weapon, you
by 2, or you can increase two ability scores of your choice by can’t be disarmed, and your concentration can't be broken as
1. As normal, you can’t increase an ability score above 20 a result of taking damage.
using this feature.
Glyph of Mastery
Extra Attack Starting at 18th level, you can use your Glyph of Protection
Beginning at 5th level, you can attack twice, instead of once, an unlimited number of times. Additionally, once per round,
whenever you take the Attack action on your turn. you can use your Arcane Strike without spending a spell slot,
as if you spent a 1st-level spell slot.
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Runic Knight
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 Your rune gear gains the following benefits:
civilizations, bringing back knowledge to strengthen While wearing or holding your rune gear, you are
themselves and their homeland. considered to be holding your rune weapon.
Archetype Spells If you are able to wear or hold your rune gear, you can
You gain archetype spells at the runeblade levels listed. 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.
Runic Knight Spells When you gain the Glyph of Power feature at 6th level in
Runeblade Level Spell this class, you can use a bonus action on your turn to
transfer power from your rune weapon to your rune gear,
3rd divine favor or vice versa. If the power is in your rune gear, your rune
5th enhance ability weapon’s bonus to attack and damage rolls from the
feature instead becomes a bonus to AC while wearing or
9th glyph of warding holding your rune gear.
13th death ward
Glyph of the Mighty
17th holy weapon At 7th level, you learn an inscription that enhances your
magic with the power of warriors who have walked your path
Flash of Steel before. Whenever you use your Arcane Strike, it deals an
At 3rd level, magic releases from your weapon in a flash of additional 1d6 damage and you can choose its damage type:
light, momentarily blinding an opponent. Whenever you cast cold, fire, force, lightning, necrotic, or poison.
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 Glyph of the Resolute
of your next turn, you gain advantage on your next melee At 15th level, you learn a glyph that channels magic into your
weapon attack against that creature, unless that creature runes, creating a resilient aura. Whenever you use your
can't be blinded or can't see you. Glyph of Protection feature, you gain a number of temporary
hit points equal to 2d10 plus your Intelligence modifier.
Rune Gear
At 3rd level, you can inscribe either a set of armor or a shield Glyph of the Ancients
using your Rune Weapon feature to create rune gear in At 20th level, you discover the inscription that lends you the
addition to a rune weapon. You can only have one rune gear. tenacity and purpose of legendary heroes of old. You have
Your magic on the first one fades if you attempt to make a resistance to bludgeoning, piercing, and slashing damage
second. while holding your rune weapon.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spellbow Archer
Although the martial tradition of weaving magic into archery Spell Shot
was originally borne and perfected by elven masters, many At 3rd level, you can infuse your arrows with the magic of
others have begun to emulate the art. Spellbow Archers your spells. While holding a ranged rune weapon, the range
combine deadly aim and wicked magic to overwhelm their of spells you cast that do not have a range of self or target
opponents from range. each creature within its range is equal to the spell’s normal
range, or your rune weapon’s normal range, whichever is
Archetype Spells higher.
You gain archetype spells at the runeblade levels listed.
Take a Bead
At 7th level, your strikes leave a trace of magic that lets you
Spellbow Archer Spells aim at your target with ease. Whenever you use your Arcane
Runeblade Level Spell Strike, until the end of your next turn, you gain advantage on
3rd hunter's mark your next attack against that creature.
5th cordon of arrows Phasing Shots
9th lightning arrow At 15th level, spells you cast while holding a ranged rune
weapon and attacks you make using a ranged rune weapon
13th freedom of movement ignore cover.
17th swift quiver
Glyph of Hawks
At 20th level, if your rune weapon that has the ammunition or
Conjure Ammunition thrown property, both its normal range and long range are
At 3rd level, when you make an attack with a rune weapon doubled. Additionally, when you miss with a ranged attack
that has the ammunition property, you can choose to using your rune weapon, you can choose to hit instead. You
magically conjure a piece of ammunition (such as an arrow or can use this feature a number of times equal to your
crossbow bolt) to use with your weapon as part of the attack. Intelligence modifier. You regain all expended uses at the end
The ammunition disappears at the end of the turn or after it of a long rest.
hits or misses.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Blade Dancer
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.
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 immediately before the attack.
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
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
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
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.
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Rune Spectre
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.
Spectre Spells
Runeblade Level Spell
3rd disguise self
5th pass without trace
9th major image
13th greater invisibility
17th passwall
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.