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Tribal Runic Knight in Dungeons & Dragons 5e

Homebrew

Tribal Runic Knight

This subclass can work for Barbarians or Fighters, but whichever you choose include the following buffs: +3 STR and INT, +2 all other stats except DEX. Death Strike and also advantage on attack and damage rolls for targets with less than all their hit points.
hit dice: 1d10
hit points at 1st level: 10+Strength modifier
hit points at higher levels: 1d10+3 and your Intelligence modifier
armor proficiencies: Silver, Leather
weapon proficiencies: Greatswords and martial weapons
tools: First Aid Kit
saving throws: Constitution, Strength, Intelligence
skills: Survival, Athletics, Religion and Arcana
starting equipment:
Greatsword and 2 runes. 2d12 gold pieces as well.
spellcasting:
Third level, you get magical weapon and fear. Both are innate spells, but after you use them you have to rest. Magical Weapon is permanent.
class features:
Strength Rune: You have for the next round a +2 bonus on attack and damage rolls. Fear Rune: One target is frightened for 1 minute. At level 7: Fury Rune: You have a +3 bonus on attack and damage rolls. You also have advantage on savings throws. Bulwark Rune: You gain 12 temporary hit points and take 3 less damage. At level 12: Endurance Rune: You have advantage on savings throws and constitution checks. Blessed Rune: Your attacks for the next minute deal 5 additional force damage. At level 18: Enraged Rune: You have a +5 bonus on attack and damage rolls and take 10 less damage from attacks for the next hour. Great Rune: You gain regeneration 5 for the next 10 rounds and gain 60 ft. truesight. At level 20: Master Rune: You become an avatar of violence, gaining the effects of the Great Rune, Enraged Rune and Blessed Rune for the next 10 minutes.
subclass options:

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