Homebrew:Runeguard: Difference between revisions

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[[file:dragoon.jpg|right|thumb|500px]]
[[file:runeguard.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Dragoon subclass from [[Xanathar's Lost Notes to Everything Else]]}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Xanathar's Lost Notes to Everything Else]]}}
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{{base class|fighter|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|fighter|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Dragoons are elite combatants, selected from the ranks of standard cavalry soldiers for their prowess in battle and exceptional mounted dexterity. Their specialized training focuses as much on scouting and survival as it does advanced unit tactics, creating warriors who are just as effective on their own as with the main body of an army.
The runeguard seeks the magical power within ancient languages, and to hasten the speed of their blade and strengthen of their armor by imbuing them with the power of these runes.


A dragoon’s effectiveness comes from seamlessly weaving a variety of weapons into mounted tactics in order to control the ebb and flow of the battlefield and halt any retreat. The refined techniques of the dragoon are typically employed in armies of humans, elves, and dwarves, but regimented goblinoid armies are known to use these cavalry tactics, as well.
== Master Runes ==
When you choose this archetype at 3rd level, you learn five master runes; ''Ild'' (fire), ''Kalt'' (frost), ''Ond'' (spirit), ''Stein'' (Stone), and ''Vind'' (wind). While these names are known to you as the basis for empowering your equipment, their application continues to require diligent study, constant trial, and repeated error to evoke the unique properties from each variant invocation.


== Cavalry Weapons: Haft or Hilt ==
== Runecraft ==
Issued upon the entrance to training, sabers are the typical dragoon’s weapon of choice. A cavalry weapon can be any one-handed weapon that deals bludgeoning, piercing, or slashing damage and doesn’t have the light or finesse properties. When you choose this archetype at 3rd level, your cavalry weapon deals 1d8 damage, regardless of its damage die.
At 3rd level, you learn augmentations that utilize the master runes to enhance your martial prowess. Their effects are based on how you invoke them, generating defensive properties to thwart your foes’ advance or deal decisive blows.


== Elevated Control ==
;Runic Augmentations.
While cavalry traditionally refers to a mounted soldier on horseback, many armies cultivate whatever animal is best suited to the purpose in that region. While unusual, it isn’t unheard of for camels, elephants, or even giant reptiles to serve such a purpose in wartime. When you choose this archetype at 3rd level, you have advantage on Wisdom ({{animal handling}}) checks made to influence any beast with the capacity to be used as a mount.
:You learn three runic augmentations of your choice, which are detailed under “Runic Augmentations” below. Each augmentation is specific to its master rune; for instance, if you learn the Sokn augmentation of the Ild master rune, you don’t gain the ability to use the Sokn augmentation with other master runes unless you also learn that specific combination.
:Once you activate one of your runic augmentations, you must finish a short or long rest before you can use it again.
:You learn two additional augmentations at 7th, 10th, 15th, and 18th level. Each time you learn new augmentations, you can choose to replace one you already know with a different one.
;Ritual Crafting.
:Each runic combination (such as ''Sokn-Ild'') must be inscribed and empowered into your equipment over the course of 8 hours, which can be done during a long rest. Each piece of equipment must be within your reach throughout the ritual, at the conclusion of which, you infuse a part of your being into the runes, causing them to glow slightly with your own spiritual essence.
:The rune’s power fades if it moves more than 100 feet away from you and can’t be used by anyone other than you.
;Augmentation Activation.
:During your turn, you can activate a single runic augmentation by focusing on the rune’s power. You can activate one of these augmentations on your turn using your bonus action to empower your attacks (''Sokn''), your reaction to entrench your defenses (''Vard''), or your action to enhance your skills (''Hagr'').
:Activating a rune requires concentration (as if concentrating on a spell), which lasts a number of rounds equal to your proficiency bonus + your Constitution modifier (minimum of 3) and you can end your concentration at any time (no action required). You gain the ability to concentrate on two runes at once at 10th level.
;Saving Throws.
:Some of your runic augmentations require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
<center>'''Runic save DC''' = 8 + proficiency bonus + your Constitution modifier</center>


== Versatile Combatant ==
=== Runic Augmentations ===
At 3rd level, you exchange the protection of heavy armor for maneuverability and precision. When you aren’t wearing heavy armor, you add double your Strength modifier to damage rolls with your cavalry weapon and your speed increases by 5 feet. When you aren’t wearing medium or heavy armor, your proficiency bonus is also doubled for attack rolls you make with your cavalry weapons, and your speed increases by an additional 5 feet, to a total of 10. While you are mounted and aren’t incapacitated, the speed of your mount also increases in this way.
Below are the runic augmentations for each of the five master runes. In the ancient tongues, the augmentation can be said before or after the rune.


Additionally, when you use the Attack action to attack with a cavalry weapon, you can use a bonus action to attack with a loaded one-handed ranged weapon you are holding. Being within 5 feet of a hostile creature doesn’t impose disadvantage on this ranged attack.
==== Sokn ====
''Attack Augmentation''


== Line Breaker ==
You can activate a rune with the ''Sokn'' augmentation as a bonus action. A rune’s power only affects the weapon it is inscribed on.
At 7th level, you have learned to identify the break points in the enemy’s line and can clear the way for your allies to follow. If you move least 20 feet in a straight line, you can use your action to shove or trample enemies in your way. When you do so, each creature in your path must make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, a creature is pushed 5 feet in a direction of your choice and falls prone.


Creatures have disadvantage on this saving throw if you are mounted.
;Ild.
:Once per turn, when you hit a creature with a weapon attack, you burn the target. While this rune is active, each creature you’ve burned takes 1d4 fire damage at the start of its turn for each time you’ve burned it, and it can then make a Constitution saving throw, ending the effect of all such burns on itself on a success. Alternatively, the burned creature, or a creature within 5 feet of it, can use an action to make a Wisdom ({{medicine}}) check against your runic save DC, ending the effect of all burns on it on a success.
;Kalt.
:When you hit a creature with a weapon attack, it can't take reactions until the start of its next turn.
;Ond.
:Once per turn, when you hit a creature with a weapon attack, you deal an additional 1d4 necrotic damage and you recover hit points equal to the necrotic damage dealt.
;Stein.
:When you hit a Large or smaller creature with a weapon attack, it must make a Strength saving throw, falling prone on a failed save.
;Vind.
:When a creature hits you with a melee attack, you can use your reaction to make a melee weapon attack against that creature.


== Flanking Maneuvers ==
==== Vard ====
At 10th level, your battlefield awareness allows you to sense a retreat and cut it off as it happens. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack as part of the same reaction. This movement doesn’t provoke opportunity attacks.
''Defense Augmentation''


Starting at 18th level, if you make a melee attack against a creature, that creature can’t make an opportunity attack against you for the rest of your turn.
You can activate a rune with the ''Vard'' augmentation as a reaction. A rune’s power can only be used while wearing the armor or holding the shield it is inscribed on.


== Strategic Stride ==
;Ild.
Starting at 15th level, moving through difficult terrain costs you, or your mount, no extra movement. You can also pass through nonmagical plants and natural terrain without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
:When you are hit by a melee attack, the attacker takes fire damage equal to your proficiency bonus.
;Kalt.
:When you are hit by a melee attack, the damage you take from the attack is reduced an amount equal to your proficiency bonus.
;Ond.
:You gain a bonus to saving throws made to resist being frightened equal to your Constitution modifier.
;Stein.
:You have advantage on saving throws made to resist being moved against your will.
;Vind.
:Ranged attacks made against you have disadvantage as wind whips around you.


While traveling for an hour or more while mounted, you gain the following benefits:
==== Hagr ====
''Ability Augmentation''


* Difficult terrain doesn’t slow your group’s travel.
You can activate a rune with the ''Hagr'' augmentation as an action. This rune must be inscribed on your body to be activated.
* Your group can’t become lost except by magical means.
 
* Even when you're engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
;Ild.
* If you are traveling alone, or with up to nine other mounted creatures, you can move stealthily at a normal pace.
:You can add your Constitution modifier to your Strength ({{athletics}}) and Dexterity ({{acrobatics}}) ability checks.
* While tracking other creatures, you also learn their exact numbers, their sizes and how long ago they passed through the area.
;Kalt.
[[category:homebrew fighter subclasses|Dragoon]]
:You ignore difficult terrain and can walk safely across still or gently moving water.
;Ond.
:When you receive healing from any source, you also gain temporary hit points equal to 5 + your proficiency bonus.
;Stein.
:You have resistance to poison damage and Constitution saving throws made to maintain concentration.
;Vind.
:Your movement speed increases by a number of feet equal to 5 times your Constitution modifier (minimum 5 feet).
 
==== Tal ====
''Reckoning''
 
Once you gain the Sentinel’s Reckoning feature at 10th level, you can activate a rune with the ''Tal'' command word as an action. This rune manifests in the air around you when activated.
 
;Ild.
:Each creature within a 5-foot-radius of you must make a Dexterity saving throw, taking fire damage equal to 2d6 × the number of runes you have active on a failed save, or half as much damage on a successful one.
;Kalt.
:An eruption of magical frost blasts from you in a radius equal to 10 feet × the number of runes you have active. All creatures of your choice within the area must succeed on a Strength saving throw or be restrained for a number of rounds equal to the number of active runes. At the end of each of their turns, they can repeat the saving throw to break free.
;Ond.
:Life spirits swirl about you in a 5-foot-radius. All creatures of your choice within that radius regain hit points equal to 1d6 × the number of runes you have active.
;Stein.
:You release your runic power in an arc before you, creating a cone of difficult terrain as jagged earth erupts in a cone equal to 5 feet × the number of runes you have active. When a creature enters this area for the first time on a turn or starts its turn there, it takes 2d4 slashing damage.
;Vind.
:A furious cyclone whips up a strong wind around you. All creatures within a 10-foot-radius must succeed on a Strength saving throw or take 1d10 bludgeoning damage, be pushed a number of feet equal to 5 × the number of runes you have active (minimum of 5 feet), and fall prone. On a success, a creature takes half as much damage and isn’t knocked prone.
 
== Runescript ==
At 3rd level, you gain proficiency in the {{arcana}} and {{religion}} skills. Additionally, you double your proficiency bonus when making Intelligence checks that involve identifying magical writing, such as arcane sigils or divine text.
 
== Eyes of the Arcanist ==
Starting at 7th level, if you spend at least 1 minute observing the flow of magic in the immediate area, you can detect familiar patterns in the weave. The DM tells you the general location of magic writing used in rite or ritual within 60 feet of you, whether active or dormant, and you know the type (arcane, divine, or otherwise) of any script you sense but not its exact purpose or power. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and recover all uses when you complete a long rest.
 
== Sentinel's Reckoning ==
Beginning at 10th level, you can unleash the energy of your runes to devastating effect by shouting the command word Tal as an action (see “Tal” under Runic Augmentations). Choose one Tal effect from the master runes you have active. (For instance, if you have ''Sokn-Ild'', ''Vard-Kalt'', and ''Hagr-Ild'' runes active, you can choose either the ''Tal-Ild'' or ''Tal-Kalt'' effect.) Once you use this feature, you must finish a short or long rest before you can use it again.
 
Starting at 15th level, you can use this feature twice before a rest, but only once per turn.
 
== Runic Mastery ==
At 18th level, you can have three augmentations active at once and no longer need to concentrate on them.
[[category:homebrew fighter subclasses|Runeguard]]

Latest revision as of 17:20, 26 July 2025

(OOC: This is an implementation of the Runeguard subclass from Xanathar's Lost Notes to Everything Else)

Base Class: Fighter

The runeguard seeks the magical power within ancient languages, and to hasten the speed of their blade and strengthen of their armor by imbuing them with the power of these runes.

Master Runes

When you choose this archetype at 3rd level, you learn five master runes; Ild (fire), Kalt (frost), Ond (spirit), Stein (Stone), and Vind (wind). While these names are known to you as the basis for empowering your equipment, their application continues to require diligent study, constant trial, and repeated error to evoke the unique properties from each variant invocation.

Runecraft

At 3rd level, you learn augmentations that utilize the master runes to enhance your martial prowess. Their effects are based on how you invoke them, generating defensive properties to thwart your foes’ advance or deal decisive blows.

Runic Augmentations.
You learn three runic augmentations of your choice, which are detailed under “Runic Augmentations” below. Each augmentation is specific to its master rune; for instance, if you learn the Sokn augmentation of the Ild master rune, you don’t gain the ability to use the Sokn augmentation with other master runes unless you also learn that specific combination.
Once you activate one of your runic augmentations, you must finish a short or long rest before you can use it again.
You learn two additional augmentations at 7th, 10th, 15th, and 18th level. Each time you learn new augmentations, you can choose to replace one you already know with a different one.
Ritual Crafting.
Each runic combination (such as Sokn-Ild) must be inscribed and empowered into your equipment over the course of 8 hours, which can be done during a long rest. Each piece of equipment must be within your reach throughout the ritual, at the conclusion of which, you infuse a part of your being into the runes, causing them to glow slightly with your own spiritual essence.
The rune’s power fades if it moves more than 100 feet away from you and can’t be used by anyone other than you.
Augmentation Activation.
During your turn, you can activate a single runic augmentation by focusing on the rune’s power. You can activate one of these augmentations on your turn using your bonus action to empower your attacks (Sokn), your reaction to entrench your defenses (Vard), or your action to enhance your skills (Hagr).
Activating a rune requires concentration (as if concentrating on a spell), which lasts a number of rounds equal to your proficiency bonus + your Constitution modifier (minimum of 3) and you can end your concentration at any time (no action required). You gain the ability to concentrate on two runes at once at 10th level.
Saving Throws.
Some of your runic augmentations require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Runic save DC = 8 + proficiency bonus + your Constitution modifier

Runic Augmentations

Below are the runic augmentations for each of the five master runes. In the ancient tongues, the augmentation can be said before or after the rune.

Sokn

Attack Augmentation

You can activate a rune with the Sokn augmentation as a bonus action. A rune’s power only affects the weapon it is inscribed on.

Ild.
Once per turn, when you hit a creature with a weapon attack, you burn the target. While this rune is active, each creature you’ve burned takes 1d4 fire damage at the start of its turn for each time you’ve burned it, and it can then make a Constitution saving throw, ending the effect of all such burns on itself on a success. Alternatively, the burned creature, or a creature within 5 feet of it, can use an action to make a Wisdom (MedicineWisdom (Medicine)skillA Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.) check against your runic save DC, ending the effect of all burns on it on a success.
Kalt.
When you hit a creature with a weapon attack, it can't take reactions until the start of its next turn.
Ond.
Once per turn, when you hit a creature with a weapon attack, you deal an additional 1d4 necrotic damage and you recover hit points equal to the necrotic damage dealt.
Stein.
When you hit a Large or smaller creature with a weapon attack, it must make a Strength saving throw, falling prone on a failed save.
Vind.
When a creature hits you with a melee attack, you can use your reaction to make a melee weapon attack against that creature.

Vard

Defense Augmentation

You can activate a rune with the Vard augmentation as a reaction. A rune’s power can only be used while wearing the armor or holding the shield it is inscribed on.

Ild.
When you are hit by a melee attack, the attacker takes fire damage equal to your proficiency bonus.
Kalt.
When you are hit by a melee attack, the damage you take from the attack is reduced an amount equal to your proficiency bonus.
Ond.
You gain a bonus to saving throws made to resist being frightened equal to your Constitution modifier.
Stein.
You have advantage on saving throws made to resist being moved against your will.
Vind.
Ranged attacks made against you have disadvantage as wind whips around you.

Hagr

Ability Augmentation

You can activate a rune with the Hagr augmentation as an action. This rune must be inscribed on your body to be activated.

Ild.
You can add your Constitution modifier to your Strength (AthleticsStrength (Athletics)skillYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.You try to jump an unusually long distance or pull off a stunt midjump.You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.) and Dexterity (AcrobaticsDexterity (Acrobatics)skillYour Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.) ability checks.
Kalt.
You ignore difficult terrain and can walk safely across still or gently moving water.
Ond.
When you receive healing from any source, you also gain temporary hit points equal to 5 + your proficiency bonus.
Stein.
You have resistance to poison damage and Constitution saving throws made to maintain concentration.
Vind.
Your movement speed increases by a number of feet equal to 5 times your Constitution modifier (minimum 5 feet).

Tal

Reckoning

Once you gain the Sentinel’s Reckoning feature at 10th level, you can activate a rune with the Tal command word as an action. This rune manifests in the air around you when activated.

Ild.
Each creature within a 5-foot-radius of you must make a Dexterity saving throw, taking fire damage equal to 2d6 × the number of runes you have active on a failed save, or half as much damage on a successful one.
Kalt.
An eruption of magical frost blasts from you in a radius equal to 10 feet × the number of runes you have active. All creatures of your choice within the area must succeed on a Strength saving throw or be restrained for a number of rounds equal to the number of active runes. At the end of each of their turns, they can repeat the saving throw to break free.
Ond.
Life spirits swirl about you in a 5-foot-radius. All creatures of your choice within that radius regain hit points equal to 1d6 × the number of runes you have active.
Stein.
You release your runic power in an arc before you, creating a cone of difficult terrain as jagged earth erupts in a cone equal to 5 feet × the number of runes you have active. When a creature enters this area for the first time on a turn or starts its turn there, it takes 2d4 slashing damage.
Vind.
A furious cyclone whips up a strong wind around you. All creatures within a 10-foot-radius must succeed on a Strength saving throw or take 1d10 bludgeoning damage, be pushed a number of feet equal to 5 × the number of runes you have active (minimum of 5 feet), and fall prone. On a success, a creature takes half as much damage and isn’t knocked prone.

Runescript

At 3rd level, you gain proficiency in the ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes. and ReligionIntelligence (Religion)skillYour Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. skills. Additionally, you double your proficiency bonus when making Intelligence checks that involve identifying magical writing, such as arcane sigils or divine text.

Eyes of the Arcanist

Starting at 7th level, if you spend at least 1 minute observing the flow of magic in the immediate area, you can detect familiar patterns in the weave. The DM tells you the general location of magic writing used in rite or ritual within 60 feet of you, whether active or dormant, and you know the type (arcane, divine, or otherwise) of any script you sense but not its exact purpose or power. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and recover all uses when you complete a long rest.

Sentinel's Reckoning

Beginning at 10th level, you can unleash the energy of your runes to devastating effect by shouting the command word Tal as an action (see “Tal” under Runic Augmentations). Choose one Tal effect from the master runes you have active. (For instance, if you have Sokn-Ild, Vard-Kalt, and Hagr-Ild runes active, you can choose either the Tal-Ild or Tal-Kalt effect.) Once you use this feature, you must finish a short or long rest before you can use it again.

Starting at 15th level, you can use this feature twice before a rest, but only once per turn.

Runic Mastery

At 18th level, you can have three augmentations active at once and no longer need to concentrate on them.