{"name":"Tribal Runic Knight","overview":"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. \r\nFear Rune: One target is frightened for 1 minute. \r\nAt level 7:\r\nFury Rune: You have a +3 bonus on attack and damage rolls. You also have advantage on savings throws.\r\nBulwark Rune: You gain 12 temporary hit points and take 3 less damage. \r\nAt level 12:\r\nEndurance Rune: You have advantage on savings throws and constitution checks.\r\nBlessed Rune: Your attacks for the next minute deal 5 additional force damage.\r\nAt level 18:\r\nEnraged Rune: You have a +5 bonus on attack and damage rolls and take 10 less damage from attacks for the next hour. \r\nGreat Rune: You gain regeneration 5 for the next 10 rounds and gain 60 ft. truesight.\r\nAt level 20:\r\nMaster 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":"","table_data":"See Class Features.","source":"Homebrew ","jsondata":"","tags":"Fighter","templateId":"5460","blockId":"971587","world":"abb26f81-f823-40a8-8519-30dfdebe3d25","folder":"","isShared":"on"}