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Rune Knight Skill List

RUNE TAP

 

| Fast Action / Utility| 

You not only have the knowledge of runes and their many applications on weapons and armor, but through sheer will can harness the latent magic within them.


You can activate any skill labeled as ‘Rune’ at the beginning of combat so long as you pay the Endurance cost for each one.

 

Then, as a fast action, you can cast Rune Tap on one rune you currently benefit from to regain the Endurance spent on it.  However, you then lose that rune’s effects until cast again.

XP COST: 0

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IMBUED POWER

 

| Passive Buff | 

The strength of a Rune Knight comes not just from training and devotion, but from preparation and meditation.  For every point in your total STR and DEX score, a permanent bonus of +d1 is added to your damage dice. Additionally, you are granted a +2 bonus save against exposure effects.

XP COST: 20

RUNE: STRENGTH 

 

| Fast Action / Buff / Rune | 4 Endurance (Maintained)|​ |

Imbue yourself with a rune of power that gives your strikes unbelievable strength. 

Gain +1 Damage mod for each point in Str.

(Once tapped this rune will recharge in 3 rounds of combat.)

REQUIREMENTS: 2 STR

XP COST: 30

RUNE: SIGHT

 

| Fast Action / Buff / Rune | 4 Endurance | 

The rune of sight is a potent inscription that sharpens the user’s senses to a fine point. Under it’s effect, a rune knight is granted the ability to better sense and perceive the world around them.

You gain Darkvision and have +2 on perception checks.  If a DM is present, you are also vaguely aware of all living creatures within 50 feet of you for a few moments, even if you can’t see them.  You know enough to recall numbers, locations and simple descriptions, such as “two armored figures on the other side of the wall” or “an old fisherman several paces down the docks”, but are not aware of fine details such as facial features.

(Once tapped this rune will recharge in 4 rounds of combat.)

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REQUIREMENTS: 2 WIS 1 INT

XP COST: 45

RUNE: VITALITY 

 

| Fast Action / Utility / Rune / Heal | 10 Endurance |

 

Feel the thrum of its energies in your bones, you can call upon a previously prepared rune of Vitality when the need arises, granting unnatural resilience.  You gain +4 HP per CON and +2HP per WIS as current and maximum HP.  When this rune ends, you lose any HP gained that goes above your maximum.


Ex.  Paladin has 50/70 health, goes up to 71/91, at the end of the effect will return to 70/70, unless sustaining further damage.

 

(Paladins may only call upon this ability once every 5 turns of combat.)

REQUIREMENTS: 2 CON

XP COST: 40

INVIGORATED CHARGE 

 

| Standard Action / Attack / CC 6 Endurance 

Rush forth and batter your enemy.  Target must make a Dex saving throw vs 5+Str or be exposed for 2 rounds.

 

(Paladins may only call upon this ability once every 5 turns of combat.)

 

REQUIREMENTS: 3 STR 

XP COST: 70

RUNE: VOID 

| Fast Action / Buff / Rune | 12 Endurance | 

Those that rely on the esoteric nature of magic fear this rune on an adversary’s weapons and armor, and for good reason.

 

Magic damage you take is reduced by 50%.  In addition, magical effects placed on  you after you cast this rune are reduced by 1 turn, so long as they have a duration.  This includes DoTs, debuffs, etc.

 

(Once tapped this rune will recharge in 6 rounds of combat.)

 

REQUIREMENTS: 3 STR 3 WIS

XP COST: 80

LAST RITES

 

| Reactionary / Buff | 8 Endurance | 

As a last resort you can call on the sorcery present within the runes you wield to banish death from claiming you for a few moments.

 

Until the end of your next turn, you can take damage beyond 0 HP without going unconscious, to a maximum of -½ your current maximum HP; you have fallen, but your body does not know it yet.  This effect immediately ends if your HP goes above 0 for any reason.  If you are below 0 HP when it ends, you fall unconscious and take damage equal to your current negative HP.

 

Ex.  Yasar casts Last Rites at 2 HP, then takes damage totaling 10.  He then has -8 HP, but is still able to take actions.  At the end of his next turn, he takes 8 damage. (for -16 HP total) and immediately falls unconscious.

Cool Down: Once per combat.

REQUIREMENTS: 3 WIS

XP COST: 60

EMPOWERED STRIKE 

 

| Standard Action / Attack | 4 Endurance | 

Lash out in an attack dealing an additional +3 damage mod per active rune.

 

(Paladins may only call upon this ability once every 4 turns of combat.)

 

REQUIREMENTS: 3 STR 

XP COST: 80

POWER SURGE 

 

| Standard Action / Attack / Buff |

Overload the power of a rune, extending the reach of its magic to your allies.  The next time you activate a rune, grant the effects to two other allies in addition to yourself.  When this rune ends on you, it ends on your allies.

Once a rune has been activated with power surge, it cannot be tapped for returned endurance for the remainder of combat.

 

(Paladins may only call upon this every 6 turns of combat.)

REQUIREMENTS: 3 WIS 2 INT

XP COST: 90

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