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Order of the Rune Knight

Rune knights are the rarest of geomancers. Their unique discipline is to learn the runes of the fates and elements to be wielded in war, transforming into fully embodied elemental warriors whose rumc focus flows through steel and flesh alike.

Bonus Proficiencies

Starting when you take this order at 1st level, you gain proficiency with heavy armor and martial weapons.

Rune of War

At 3rd level, you can use your action to inscribe elemental energy into a sigil on your weapon.

Choose acid, cold, fire, or lightning. For 1 minute, you add your Wisdom modifier to attack rolls made with that weapon (with a minimum bonus of +1), and change the damage type to the energy type you chose. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, the effect ends. Once you use this feature, you must finish a short or long rest before you can use it again.

Elemental Smite

Also at 3rd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal extra damage to the target, in addition to the weapon’s damage. The damage type is force damage or the same as your Rune of War if it is active. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. These damage dice change to d12s if you used an Elemental Magic spell slot.

Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Rune of Vengeance

At 10th level, when you use Rune of War, the same rune appears on your armor. While your Rune of War is active, enemies that hit you with a melee weapon attack take damage of the type you chose for the Rune of War. The damage your attacker takes is 1d8 + your Wisdom modifier. At 15th level, the damage increases to 2d8 + your Wisdom modifier.

Prophecy of Ragnarok

At 14th level, your runic arts and swordplay become prefigurations of the end times, spelling certain doom for your enemies. When you hit a creature with a melee weapon attack, as a bonus action you can end the ongoing benefit of your Stone’s Blessing for creatures other than yourself. If you do, your attack deals extra damage equal the number of temporary hit points removed as the effect ended.

This extra damage is the same as your Rune of War if it is active; otherwise, it is force damage. Once you use this feature, you must finish a long rest before you can use it again. ??

Section 15: Copyright Notice

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