A Rune knight is a warrior part of a Court of other Rune knights, and 1 master normally a magical creature who knows the secret to train more rune knights, a Rune knight differs from many other casters and warriors each is sworn to secrecy of their order, a rune knights order is taken with the most sever of duties to protect it, and its master, a rune knight order is normally small as each one is vetted with duplicitous to make sure one will take the orders secrets to its grave, A master often takes deliberate stakes to hide its own personal involvements with the Rune orders they may maintain, each is a Powerful allies and possible enemy should they be taken for granted, but a master who knows how to give the secrets of the rune knights are often very powerful casters themselves and arent taken lightly, A rune knight themselves are Seekers of magic and martial excellency, many seek to test their skills against the most horrific monster the world can conjure, they fight with both magic and martial prowess using their magical secrets to confound their enemies and mark themselves for excellence, the one thing all Rune knights possess is the strength of will and need to prove themselves against the odds, the rune knights order may have many restrictions on its warriors or little to none, each rune order is a reflection of their overall purpose many are guardians hidden safe keepers against ancient enemy of peace, others are ancient warrior cults who seek to topple the current order, each is shrouded in secrecy of their ways and powers, they often also posse as paladin orders when they must interact with others of known importance though this may be a prelude to their own reasons,
1st level, Rune casting, you can cast spells using this feature, except due to the unique secrets of tune casting and its powerful affects, it takes of the following rules, you take your spells from the wizard spell list, the amount of spells you can prepare is equal to your intelligence modifier +your rune knight level, your spell-casting ability is your intelligence, unlike other spell-caster you dont cast spells as normal, but simply use the runes to cast spells, hence you do not need a magic focus, or need to use verbal or somatic components, however the spells have psychical appearance appearing as runes in the armor and weapons the rune knight wields,
1st level, Against the odds, when you attack with disadvantage the lowest roll for attack rolls is 7, this increases at 5th level to 10, and at 10th level to 13,
1st level, Magic hunter, attacks that target creatures who have the ability cast spells, deal an additional d6 force damage, and the concentration saving throws made by those creatures are made with disadvantage,
Arcane secrets subclass, at 2nd level you choose a Arcane secrets to gain as a subclass, Dragoon, Black knight, Glass knight, Silver knight, you gain additional arcane secrets at levels 8th, 10th and 14th levels,
3rd level runic enchantments, while you have a remaining unused spell slot the you gain one of the following benefits +1 ac while a spell slot is remaining or your melee attacks count as magical and have a +1 to hit and damage rolls, and can use spell slots to increase your saving throws against spells
4th level ability score improvement, increase one of your statistics by 2, or 2 of your statistics by 1, you gain another ability score improvement at levels 8, 12, and 16th levels,
5th level, Spellblade, when you take the attack action you can cast a spell and make an attack with a melee weapon,
6th level, Weapon binding, you bind weapons and armor to your magical form, and can summon your weapons and armor as a bonus action should they be removed from your person,
6th level, Rune aura, you gain the ability to change how your runes affect the world giving benefits to you, choose 2 of the following runes, at 12th level the runes are empowered, each subclass has additional rune that you can choose in their own subclass,
speed runes, your speed increases by 10, at 12th level your armor no longer gives disadvantage on stealth checks and your speed is further increased by 5 ft,
Blood runes, when you hit a creature with a spell or melee attack, your next spell or melee attack has advantage on hitting the target this activates only once per creature, at 12th level each creature can be affected up to 2 times,
Silver runes, when you have casted a spell that has dealt damage, the damage of your next weapon hit increases by d6 of that spells damage type, at 12th level the damage is increased by an additional d6
Evoker rune, when you have hit a creature with a melee attack a spell that targets that creature, then has disadvantage on its attack rolls if they target a different creature, at 12th level the creature has disadvantage on all attacks,
9th level, Flourishing Strike, you choose 2 of the following and gain the ability to make a special attack when you take the attack action instead of casting a spell, as per the Spell-blade feature, these abilities increase in effectiveness at 18th level, each subclass also adds another option, each flourish can only be used once, in order to reuse you must long rest.
Teleport strike, you teleport 30 ft and make a single melee weapon attack, at 18th level you teleport 2 times making a single melee weapon attack each time,
Whirlwind blade, all creatures within 10 ft must make a dexterity saving throw vs your spell saving throw or suffer 4d10 force damage or take half damage, at 18th level the damage increases to 8d10 force damage,
Lotus blade, you make 3 spell attacks with a range of 60 each hit deals 3d8 force damage, at 18th level you make 5 ranged attacks instead of 3,
Snake blade, you make a create a line of force energy the line is 5ft wide and 60 ft long, each creature in the line must make a dexterity saving throw or take 4d10 force damage, or half damage on a success, at 18th level you create two snake blade attacks,
Divining strike, you automatically hit with a single melee weapon attack, this attack deals extra radiant damage equal to your level, at 18th level the attack automatically scores a critical hit,
Imprisoning ward, you make a single melee spell attack dealing 2d8 force damage, and the creature is binded to you through a magical tether, being incapable of moving a distance greater then 10 ft away from you, however a creature can attempt to break the tether by using its action to make a strength saving throw vs your spell save dc value, if they succeed then they break the tether, if you or the creature teleport the other creature is pulled with them you can break the tether as a free action, at 18th level, you can use imprisoning ward twice before needing to long rest to regain it,
12th level, knight of the order, you learn another flourishing strike and rune aura, but can only prepare 2 for active use, you do this when you prepare your spells for the day,
20th level, master of the order, you can use all flourishing strikes you have learned and all rune auras you have learned in addition you have resistance to all magic damage done by spells, and resistance to all none magical weapon attacks,
any 2 martial weapons, half plate, any 1 ranged martial weapon and 20 ammunition, adventurers pack,
1st level, cantrips known 2, 1st level spell slot 1 2nd level, cantrips known 2, 1st level spell slot 2 3rd level, cantrips known 2, 1st level spell slot 3 4th level, cantrips known 2, 1st level spell slot 4, 2nd level spell slots 1, 5th level, cantrips known 3, 1st level spell slots 4, 2nd level spell slots 2, 6th level, cantrips known 3, 1st level spell slots 4, 2nd level spell slots 3, 7th level, cantrips known 3, 1st level spell slots 4, 2nd level spell slots 4, 3rd level spell slots 1, 8th level, cantrips known 3, 1st level spell slots 4, 2nd level spell slots 4, 3rd level spell slots 2, 9th level, cantrips known 3, 1st level spell slots 4, 2nd level spell slots 4, 3rd level spell slots 3, 10th level, cantrips known 3, 1st level spell slots 4, 2nd level spell slots 4, 3rd level spell slots 4, 4th level spell slot 1, 11th level, cantrips known 3, 1st level spell slots 4, 2nd level spell slots 4, 3rd level spell slots 4, 4th level spell slot 2, 12th level, cantrips known 3, 1st level spell slots 4, 2nd level spell slots 4, 3rd level spell slots 4, 4th level spell slot 3, 13th level, cantrips known 4, 1st level spell slots 4, 2nd level spell slots 4, 3rd level spell slots 4, 4th level spell slot 4, 5th level spell slot 1, 14th level, cantrips known 4, 1st level spell slots 4, 2nd level spell slots 4, 3rd level spell slots 4, 4th level spell slot 4, 5th level spell slot 2, 15th level, cantrips known 4, 1st level spell slots 4, 2nd level spell slots 4, 3rd level spell slots 4, 4th level spell slot 4, 5th level spell slot 3, 16th level, cantrips known 4, 1st level spell slots 5, 2nd level spell slots 4, 3rd level spell slots 4, 4th level spell slot 4, 5th level spell slot 4, 17th level, cantrips known 4, 1st level spell slots 5, 2nd level spell slots 5, 3rd level spell slots 4, 4th level spell slot 4, 5th level spell slot 4, 18th level, cantrips known 4, 1st level spell slots 5, 2nd level spell slots 5, 3rd level spell slots 5, 4th level spell slot 4, 5th level spell slot 4, 19th level, cantrips known 4, 1st level spell slots 5, 2nd level spell slots 5, 3rd level spell slots 5, 4th level spell slot 5, 5th level spell slot 4, 20th level, cantrips known 5, 1st level spell slots 5, 2nd level spell slots 5, 3rd level spell slots 5, 4th level spell slot 5, 5th level spell slot 5,
Subclass spells, each class has a list of added spells which are always considered prepared even if they are not normally wizard spells they are for you, Glass knight, A glass knight specializes in magical deceptions into his fighting style often their armor is reflective blinding creatures and deceiving those who attempt to seek a glass knights order, a glass knight order is master is often a powerful creature of the fey, for this reason they are mistrusted at best by others who know of their true allegiance, Glass knight spells, spell gained at level 2, 1st level spells, Silent image, disguise self, 4th level, 2nd level spells, mirror image, misty step 7th level, 3rd level spells, major image, blinding smite, 10th level, 4th level spells, conjure woodland beings, freedom of movement, 13th level, 5th level spells, planar binding, insect plague, 2nd level, Secrets of the glass knight, you gain proficiency in the Deception skill if you dont already have it, you are also trained in the secret fighting styles of the Glass knight, you can cast illusions in 2 places when placing an image, when you are struck by a fire or radiant damage you can as a reaction use a spell slot dealing 1d10 radiant damage in a 10 ft area around you, the damage increases per the spell slot used by an additional 1d10 radiant damage, creatures in the radius must make a dexterity saving throw or be blinded for 1 turn, 2nd level, your weapons and armor is enchanted by the runes of your order, gaining the the following effects, you have proficiency in charisma saving throws, you can see around corners and amplify dim light to bright light and extending the range of light abilities by 30 ft, you are immune to blinding condition, your weapons ignore weapons disadvantage to hitting invisible creatures, 6th level, rune aura options each upgrades at 12th level Twilight rune, you gain resistance to psychic damage, spells that deal fire damage or radiant damage cause creatures to have a -2 on seeing through illusions that dont cause damage, at 12th level, dealing fire and radiant damage deals 1d10 psychic damage to a creature affected by one of your spells or class features, Solar rune, you gain resistance to fire damage, illusion spells that deal damage deal an additional 1d10 fire damage, at 12th level you can make illusions with hazardous effects that deal 1d10 psychic damage in addition to any other effect, 8th level, the Dawnblade, as an action you can create a blade of pure light or smoldering twilight, at the end of each of your turns the blade attacks a creature within 10 ft, on hit it deals 2d8 radiant or psychic damage, at 16th level a creature hit by the dawnblade must make a wisdom saving throw or be blinded for 1 turn, the blade last for 1 minute, at 16th level you can create a second Dawnblade as long as an illusion spell is active, 9th level Flourishing strike options, each upgrades at 18th level, Refraction strike, as a reaction to being selected for an attack you mask a creature within range of the attack to appear to the enemy, they creature must pass an intelligence saving throw as if they were attempting to see through an illusion, if they fail they target the illusion masked creature instead, at 18th level you can cause the creature who makes the initial attack to also be masked by the illusion to appear as yourself, causing the other creatures to possibly view them as a traitor, or spy Hidden Blade, you as an action shroud your blade in refracting light appearing to be invisible for 1 minute, while invisible the blade ignores added ac to due spells or shields, and it has advantage on attack rolls against creatures affected by an illusion spell, at 18th level your armor becomes invisible as well, granting the affects of invisibility, 10th level, Glass duplicates, as a bonus action while an illusion is in place you can summon 2 duplicates of yourself which are identical in every way, the duplicates are summoned within 10 ft of you, a creature who sees them must make an intelligence saving throw or failure make their attack with disadvantage, 14th level, Weapon of deceptions, you can use the disguise self spell without using a spell slot, and whenever you create a image of yourself you create 1 additional duplicate, each duplicate also gains their own dawn blade, and benefit of your Flourishes that apply however they will still copy movements and visual effect, Silver Knight, A silver knight is the foremost master of the Runic enchantments, able to create animated objects to fight enemy creatures and using powerful wards to protect their allies and themselves from the most heinous of spells, the silver knight orders are maintained to protect civilizations from the unseen horrors of monster and demonic influences, their masters often gods of law, or powerful wizards or kings who seek to use the silver knights as secret police against those who would go against them. Silver knight spells, 2nd level, 1st level spells, shield of faith, cure wounds, 4th level, 2nd level spells, aid, lesser restoration, 7th level, 3rd level spells crusaders mantle, aura of vitality, 10th level, 4th level spells banishment, staggering smite, 13th level, 5th level spells, hallow, mass cure wounds, 2nd level, Secrets of the Silver knight, you have advantage on saving throws caused by spells, 2nd level, fighting style of the silver knight, you can animate your shield as an action making it levitate 5ft of the ground and hovering around your form you can move it around your body as a bonus action, while animated you count as having the shields bonus to ac without needing to wield it, as a reaction to a spell attack targeting you you can as a reaction use the magical warding on your armor to reduce any damage by 1d10+intelligence modifier, once you have used this part of the feature you must long rest in order to re use it, 6th level, Runic options, each is upgraded at 12th level, rune of Sapping, when you kill a creature that can cast spells you gain temporary hp equal to your silver knight level after this rune activates you cannot gain benefit of this rune until you have finished a short or long rest, at 12th level you no longer have to rest in order to reuse this rune, Runic blade, your melee attacks add +1 to hit rolls when fighting a creature that is larger then you, and adds 1 to damage if the creature is undead or a fiend, at 12th level the bonus for this rune is +2 8th level, Animate weapons and armor, you can expend spell slots as an action you summon a single flying sword or animated armor equal to the spell slot level used they are summoned within 15 ft of you, and are friendly, following orders you give as a bonus action to the best of their abilities, the creatures you summon with this class feature disappear after 1 minute or upon reaching 0 hp, at 16th level creatures summoned by this feature last 2 minutes, and gain temporary hp equal to half the silver knights level +5 9th level Flourish strike options, each is upgraded at 18th level, Animated strike, you choose 2 weapons and animate them as an action making them have the range property 60 ft, making 2 spell attacks and resolving their damage, at 18th level you can animate up to 4 weapons as per the animated strike, Silver cage, you summon a animated armor that surrounds a single humanoid and attempts to restrain the creature, the targeted humanoid must make a strength saving throw, or be restrained for 4 turns, at 18th level the animated armor can make attacks against creatures within attack range of it, 10th level, Grey warden, you gain true sight 30 ft, and no longer need to sleep, in addition you can give allied creatures advantage on saving throws imposed by magic by inscribing their armor and weapons with a 6 hour long ritual of inscribing the runes and 2 hour long ritual that gives the magic, you can do this during a long rest, only 2 creatures may be affected by this feature, 14th level, weapon of order, animated objects/creatures and any creature with an active rune that you have used, have resistance to all damage from spells Black knight, Black knight spells, 2nd level 1st level spells Wrathful smite, hex, 4th level, 2nd level spells darkness, branding smite, 7th level, 3rd level spells hunger of hadar, vampiric touch, 11th level, 4th level spells blight, death ward, 13th level, 5th level spells destructive smite, antilife shell, 2nd level, secrets of the order of Black knights, you gain proficiency in the intimidation skill, and learn abyssal, a creature affected by a spell you can cause a black mark to accrue on the creature the creature must make a wisdom saving throw or become charmed or frightened, you can attempt to black mark equal to your intelligence modifier, regaining all spent black marks upon a long rest, 2nd level, Fighting style of the Black knights, attacks that target a creature that is affected by a condition grants advantage, and scores a critical hit on a 19 and 20 hit roll, 6th level, Black knight rune options, each rune at 12th level gains upgraded power, Black ward, your hit point maximum cannot be lowered by another creatures effect, and you gain proficiency in constitution saving throws, at 12th level your hit maximum increases by 1 for each level you have as a black knight, Blade wrath, when you take the attack action you can make a second attack with a melee weapon instead of casting a spell, at 12th level you can make 3 attacks with a melee weapon using this rune, 8th level, Vampiric Strike, as an action you can make a single melee attack, if the attack hits it deals an additional 3d10 necrotic damage, any necrotic damage done returns as temporary hit points, a creature who is targeted with this special attack must make a wisdom saving throw or be frightened for 1 turn, you must long rest in order to use vampiric strike after using this feature, at 16th level you can use vampiric strike 2 times before needing to long rest, 9th level, Flourishing strikes, black knight options, at 18th level these increase in effective, Smite the weak, you can make this special attack when you use your action or bonus action to cast a smite spell that is 2nd level or lower, you make 2 attacks retaining the spells effect instead, at 18th level the attacks gain an additional reach of 5 ft, Death blow, you target a creature below half of their total maximum health ignoring temporary hp, and make a single attack with advantage, if you hit you score a critical hit, at 18th level the damage you cause cannot be restored by healing magic until the creature takes 2 long rest, 10th level, Black fury, you can enter the black rage, which last for 1 minute during the duration of the black rage you have resistance to bludgeoning, piercing, and slashing damage, Melee attacks you make add your intelligence modifier to their damage rolls, and spells attacks you make add your strength modifier to their damage rolls, after entering a black rage you must long rest in order to regain use of this feature, 14th level, None can stay the wrath of the Black Knight, when you would be knocked to 0 hp, or killed by an effect or condition that would kill without taking any damage, if your are conscious can be lowered instead to 1d10+Constitution modifier hit points instead, and ignore any other effects of the attack, you also have advantage on death saving throws, Dragoon, A dragoon are often knights of seclusion much like their masters the dragons who teach them, each can be as varied as the dragons, evil, good, or annoying at best, each Dragoon has a role to play, which is to serve their dragon master in acquiring the knowledge they seek if any at all, as some dragons merely create Dragoon orders for simple reasons such as a good goal, or an evil one making any 1 dragoon order different to another, regardless each is of peerless skill specializing in martial arts and strong magics that only the dragons know, Dragoon spells 1st level spells bane, healing word, 2nd level spells dragons breath, spiritual weapon, 3rd level spells elemental weapon, spirit guardians, 4th level spells guardian of faith, leomunds secret chest, 5th level spells banishing smite, animate objects, 2nd level, Secrets of the Dragoon, you know the draconic language, as a reaction to a creature attacking you with a melee attack, you charge magical energy that rebounds into the creature, dealing 1d10 acid, cold, fire, poison, lightning, knocking the creature away by 5 ft, you can do this equal to amount of your intelligence modifier regaining all uses after a long rest, 2nd level, Fighting style of the Dragoon, as a bonus action whenever you cast a spell of 1st level or higher, or make a melee weapon attack, you can create runic wings that form giving moving you +15 ft of movement and gaining the benefits of the disengage action as a bonus action, or hardened scales that form around your body that grant a +1 ac, when you choose one of the effects and the other is active that effect is no longer active. each enchantment end after a minute has passed, 6th level, rune options, each gains an increase at 12th level Rune of Resistance, you gain resistance to 1 of the following elements after a long rest, acid, cold, fire, poison, lightning, at 12th level you choose one of the resistances to have at all times in addition to the element you choose Rune of the dragons, you cast a dragonic aura, creatures within 10 ft of you must pass a wisdom saving throw or be frightened by you for 1 turn, after a creature has passed this saving throw they are immune to the dragon runes effect for 24 hours, a Dragoon knight can deactivate this rune as a passive action, and reactivate it as a bonus action, at 12th level the radius increases to 15 ft, and the turn duration of the Frightened condition applies for 3 turns, 8th level, Dragoon Air strike, as an action you choose a point within 300 ft, no other creatures know what area you have chosen, on initiative count 20 the attack resolves you are immune to all of its effects, the point becomes the center of a 30 ft sphere, as it is bombarded by dragonic energies, dealing 4d10 of one of the following acid, cold, fire, poison, lightning, damage, each creature must make a wisdom saving throw or be knocked prone, a target that is prone takes double the damage, in order to re use this feature you must take a long or short rest, at 16th level, the area is bombarded for the turn you use this action, and the next 2 turns at the initiative count 20, 9th level, Flourish strike options, each is upgraded at 18th level Dragoon Spear, in order to do this Flourish you must have the Hardened scales from the Dragoon fighting style active, you create a magical force that propels you forward, as an action you choose a direction and then move 30 ft in that direction, during this movement you hover at the angle you have made before you launch yourself, each creature within 10 ft of you during this movement must make a dexterity saving throw or take 4d8 damage of acid, cold, fire, poison, lightning, damage any creature at the end of the movement are knocked prone or pushed 15 ft away taking 4d12 damage of the chosen type, you are considered to have used all your movement to have taken the disengage action, At 18th level you can do the Dragoon spear twice by changing the direction of the Spear during the spears movement, extending its reach and effect by another 30 ft, Dragon jump, you must of the rune wings of Dragoon fighting style active, as an action you leap into the air and make your attack with a reduced initiative order by 3, you can move during this jump to adjust your aim, when you land all creatures under or around a 10ft sphere around the area you land must make a dexterity saving throw or take 5d10 acid, cold, fire, poison, lightning, damage, and be knocked prone on a failed saving throw, ranged attacks have disadvantage at attacking you, adn the area affected by your jump is difficult terrain, at 18th level, when you land you can leap into the air again, 10th level, Breath of dragon, consecutive weapon or spell attacks against a single creature slows down their movements, as they are wreathed in energy, choosing one of the following effects to take place, in order to change the effect chosen you must consume dragon scales of the damage type chosen during a 6 hour ritual, each effect happens after 3 successful hits, each affect that stacks increases the amount of hits needed to increase it by 3, Acid, the targets ac value reduces by 1, this stacks to a -3 ac value from this feature, Cold, targets initiative order is reduced by 2, this stacks to a -6 Fire, target takes d4 fire damage at the end of each turn, this stacks to 3d4 fire damage Poison, target is becomes affected by the poison condition, this stacks making a poisoned creature taking d8 poison damage at the end of their turn, up to 2d8 poison damage, lightning target becomes sapped of their strength reducing their strength by 1 for each stack, at 3 stacks creature must make a Constitution saving throw or be paralyzed, 14th level, Dragoon force, You gain magical runic enchantments, gaining a flight speed 40, Magic energy's storm around your form, dealing an additional d8 damage of one of the following acid, cold, fire, poison, lightning, added to any spell, Flourish, or melee attack, and you gain the benefits of both abilities from Dragoon fighting style,