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Karrius (talk)
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Balance: Rogue

{{#set:Summary=<-Paragraph description of the class-> }}


Magisters are an arcaney class meant to represent wizards in a rogue-level game.

Making a MagisterEdit

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Intelligence is the Magister's primary ability score, used to power his spells and abilities.

Starting Age: Moderate (As fighter)

Table: The Rune Knight

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Inscribe Runes, Basic Rune, Initiate Inscription, Rune Knowledge
2nd +1 +0 +0 +3 Initiate Inscription, Scroll Use
3rd +1 +1 +1 +3 Basic Rune
4th +2 +1 +1 +4 Initiate Inscription
5th +2 +1 +1 +4 Basic Rune, Feet Inscription
6th +3 +2 +2 +5 Basic Rune, Runic Leader
7th +3 +2 +2 +5 Advanced Rune, Head Inscription
8th +4 +2 +2 +6 Fast Scribing, Share Rune (1)
9th +4 +3 +3 +6 Runic Cloak
10th +5 +3 +3 +7 Advanced Rune

Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
The Rune Knight's class skills (and key ability modifiers) are Appraise (Int), Balance (Dex), Climb (Str)), Craft (Str), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spellcraft (Int), and Swim (Str).

Class FeaturesEdit

All of the following are class features of the Rune Knight.

Weapon and Armor Proficiency: Rune Knights are proficient in all simple and martial weapons, all armor, and all shields, including tower shields.

Inscribe Runes (Ex): A Rune Knight's power comes from scribing runes onto his body or equipment, granting himself magical powers. A Rune Knight knows a set amount of runes based on his class level, and once chosen, these cannot be changed. A Rune Knight also knows a number of inscription locations based on his class level. As a move equivalent action, a Rune Knight may inscribe a single rune onto one inscription location. Each inscription location may only hold one rune at a time, although a single rune can be applied to as many locations as the Rune Knight desires. For details on the specific effects of runes, see the list below.

Basic Rune (Ex): At 1st level, a Rune Knight chooses a Basic Rune to know from the following list: Fire, Ice, Air, Earth, Positive, Negative. The Rune Knight gains an additional Basic Rune at 3rd, 5th, and 6th level.

Initiate Inscription (Ex): At 1st level, a Rune Knight chooses an Initiative Inscription to know from the following list: Weapon, Hand, Armor, Set. The Rune Knight gains an additional Initiate Inscription at 2nd and 4th level.

Rune Knowledge (Ex): Rune Knights are masters of the written word, and text itself can speak to them. Rune Knights gain a competence bonus equal to their class level on all Decipher Script checks, and on all Disable Device checks to disable runes or similar effects. In addition, the Rune Knight may disable rune-based magical traps as a rogue.

Scroll Use (Ex): At second level, a Rune Knight may activate and use all scrolls as if he was a caster of the appropriate class with a caster level equal to his Rune Knight level.

Feet Inscription (Ex): At 5th level, a Rune Knight gains a new inscription location, the Feet Inscription.

Runic Leader (Su): At 6th level, a Rune Knight becomes adapt at leading his allies into battle. Any target damaged by an attack made with a rune enchanted weapon, the attack of a Hand Rune, or a Ground Rune suffers a -2 penalty to AC against attacks until the beginning of the Rune Knight's next turn.

Advanced Rune (Ex): At 7th level, a Rune Knight chooses an Advanced Rune to know from the following list: Freedom, Tyranny, Justice, Revenge, Hope, Despair, Valor, Slaughter. The Rune Knight gains an additional Advanced Rune at 10th and 12th level.

Head Inscription (Ex): At 7th level, the Rune Knight gains the Head Inscription.

Fast Scribing (Ex): Starting at 8th level, whenever a Rune Knight spends a move action to rescribe a Rune, he may instead scribe a new rune onto every location.

Share Rune (Su): Starting at 8th level, when a Rune Knight scribes his runes, he may choose to give one to an ally. The ally must be adjacent to the Rune Knight at the time of the scribing, and the shared rune counts against the Rune Knight's limit of one rune per location. The Rune Knight may dismiss a shared rune as a free action, and if the Rune Knight loses line of effect to the creature with the shared rune for half an hour, the rune is removed. Starting at 14th level, a Rune Knight may share a single inscription location among two allies (including himself), although both must be of the same rune. At 19th level, the Rune Knight may share a rune with as many people as he wishes, and the same rules apply.

Runic Cloak (Su): Starting at 9th level, a Rune Knight's runes protect the user with a magical barrier. The Rune Knight gains an unnamed bonus to saving throws equal to (1 + 1/2 the number of runes scribed on the character).

Ground Inscription (Ex): At 11th level, the Rune Knight gains the Ground Inscription.

Consume Runic Energy (Su): At 13th level, the Rune Knight may consume inscribed runes to regenerate his health. Consuming a rune is a swift action, and restores a number of hit points equal to the Rune Knight's level x the Rune Knight's charisma modifier. A consumed rune is removed, and that location cannot be inscribed again until the end of the encounter.

Ultimate Rune (Ex): At 15th level, the Rune Knight chooses between one of the two Ultimate Runes to know: Life or Death. At 18th level, the Rune Knight learns the other Ultimate Rune.

Soul Inscription (Ex): At 15th level, the Rune Knight gains the Soul Inscription.

Runic Resonance (Su): At 16 level, the Rune Knight gains a strong connection to others when he shares his runes with them. The Rune Knight may consider himself adjacent to any ally whom he shares a rune with, and if those allies threaten an enemy, the Rune Knight is always flanking that enemy. In addition, when the Rune Knight uses a Ground rune, that rune can also originate from any allies with a shared rune, although a single target may only suffer the effects of the Ground rune once, no matter how many arae of effects he is in.

Runic Tether (Su): At 19th level, a Rune Knight has a strong connection to those he shares runes with. Whenever a spell or spell like ability targets him or any other creature that he currently shares a rune with, the target of that spell may be instead changed to any other creature with a shared rune. If the spell has a beneficial effect, those in the tether may instead choose to have the spell target all creatures with a shared rune.

Runic Transcendence (Ex): At 20th level, a Rune Knight has become a master of all that is written. Any time during his round, as a free action, he may inscribe as many runes as he wishes. Runes he consumes with the Consume Rune ability are no longer dismissed until the end of the encounter, and may instead be replaced at the start of his next turn.

Runes and InscriptionsEdit

Fire RuneEdit

The Fire Rune allows its user to burn stuff, with a burny vengeance.



Water RuneEdit

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