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  1. - Top - End - #1
    Dwarf in the Playground
     
    RedKnightGirl

    Join Date
    Aug 2020
    Location
    Kansas City
    Gender
    Male

    Default [D&D 4e] Rune Guard: Runepriest Defender Conversion (PEACH)

    Runepriest Variant
    A Runeguard can be chosen as a Variant of the Runepriest during character creation. By doing so, you lose the Rune of Mending class feature in exchange for the Battle Rune class feature. This changes your role in a party from Leader to Defender as well as modifying your starting stats and 1st level class feature effects as seen below.
    Spoiler: Class Block
    Show
    Role: Defender. You use powerful runes to defend your comrades on the battlefield.
    Power Source: Divine and Martial. You trust in the power held within runic sigils while also perfecting your combat prowess.
    Key Abilities: Strength, Constitution, Wisdom
    Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale, Shield (Light), Shield (Heavy)
    Weapon Proficiencies: Simple Melee, Simple Ranged
    Bonus to Defense: +2 Will.
    Hit Points at 1st Level : 15+ Constitution Score
    Hit Points per Level Gained : 6
    Healing Surges per Day : 9+ Constitution Modifier
    Trained Skills : Religion. From the class skills list below, choose 3 more trained skills at 1st level.
    Class Skills : Arcana (Int), Athletics (Str), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Religion (Int), Thievery (Dex)
    Class features: Battle Rune, Rune Master, Runic Artistry

    RUNEPRIEST CLASS FEATURES


    Rune of Battle
    Runeguards carry with them a Rune of Battle, often tattooed onto themselves or etched onto their equipment similar to a holy symbol. Through constant exposure to the rune’s power, the Runeguard becomes more resilient as a result. The Runeguard gains the following changes compared to a Runepriest, which are already applied to the values above:
    • Role set to Defender
    • Added Martial Power Source
    • +3 Hit Points at 1st Level
    • +1 Hit Point per Level Gained
    • +2 Healing Surges per Day
    • Proficiency with Shield (Heavy)

    Lastly, any Runepriest Class or Runepriest Paragon Path power that causes a creature to be Marked causes them to be subject to your Runic Barrier instead.

    Rune Master
    Powers with the runic keyword have two possible added benefits, labeled Rune of Destruction and Rune of Protection. When a character uses a runic power, he or she chooses one of the two runes, and the power gains the corresponding benefit. When a character chooses a rune in this way, he or she enters the rune state associated with the chosen rune. A character’s rune state ends when he or she enters a different rune state or falls unconscious.
    While a Runeguard has an active Rune State, the Rune State projects an aura 1 from them. Each Rune State has the ability to apply your Runic Barrier to enemies as described in the following sections.
    For the purpose of other Marks and Defender Auras, treat any creature affected by your Rune State as if your Runic Barrier was a Defender Aura.
    Spoiler: Runic Barrier
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    Any enemy affected by your Runic Barrier takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has a defender aura active. Marked enemies are not subject to this aura.
    Spoiler: Rune of Destruction
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    While in the Rune State of Destruction, enemies inside the aura are subject to your Runic Barrier and allies receive a +1 bonus to attack rolls against them.
    Enemies that leave your Rune State of Destruction aura are subject to your Runic Barrier until the start of your next turn.
    Spoiler: Rune of Protection
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    While in the Rune State of Protection, allies inside the aura gain resist 2 to all damage or increase any existing resistance by 2. The resistance increases to 4 at 11th level and 6 at 21st level. Any enemy that targets an ally that is inside your Rune State of Protection aura is subject to your Runic Barrier until the start of your next turn.

    Runic Artistry
    Runeguards with the Runic Artistry class feature choose one of the following rune magic traditions and gain the corresponding benefits:
    Spoiler: Defiant Word
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    The Runeguard gains implement proficiency with tomes. While conscious and in possession of a tome, a passage of protective runes leap from the pages and encircle you.
    This passage provides a +2 shield bonus to AC and Reflex while you wield the tome in one hand or when you possess the tome and have one hand free (not carrying a shield, an off-hand weapon, a two-handed weapon, or anything else).
    A tome wielded in this way counts as a simple melee weapon with a +3 proficiency bonus, dealing 1d6 damage and belonging to the mace weapon group.
    Defiant Rune
    As an Opportunity Action that you take when an enemy attacks an ally with an attack that doesn't include you as a target while subject to your Runic Barrier, deal 2 + your Strength modifier damage to the enemy. Increase the damage dealt by 3 at level 11, and again at level 21.
    Spoiler: Serene Blade
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    The Runeguard gains weapon proficiency with military heavy blades.
    While not wearing heavy armor, the Runeguard can add his or her Wisdom modifier instead of his or her Dexterity or Intelligence modifier to AC.
    Serene Respite
    As an Immediate Interrupt that you take when an enemy hits an ally with an attack that doesn't include you as a target while subject to your Runic Barrier, reduce the damage dealt by the triggering attack to any one creature by an amount equal to 5 + your Wisdom modifier.
    At 11th level, reduce the damage dealt by 10 + your Wisdom modifier.
    At 21st level, reduce the damage dealt by 15 + your Wisdom modifier.
    Spoiler: Wrathful Hammer
    Show
    The Runeguard gains weapon proficiency with military hammers and military maces.
    Wrathful Beacon
    As an Immediate Reaction that you take when an enemy targets an ally with an attack that doesn't include you as a target while subject to your Runic Barrier, cause the triggering enemy to grant Combat Advantage until the start of their next turn and the next attack against them from one of your allies deals extra damage equal to your Constitution modifier.


    This has only been tested in a single one-shot, but it seemed pretty fun to play. Would like to hear what others have to say about it.
    Last edited by Nuptup; Today at 05:06 AM. Reason: Updated the Runic Artistry Options.
    You can find all of my homebrew here: Nuptup's Extended Signature

  2. - Top - End - #2
    Pixie in the Playground
     
    WolfInSheepsClothing

    Join Date
    Aug 2019

    Default Re: [D&D 4e] Rune Guard: Runepriest Defender Conversion (PEACH)

    Wow, I didn't think that 4e would still be getting homebrew in this day and age!

    I like what you have going here. I'm curious about your design philosophy for this version of runepriest, though - what made you want to give it a defender option? Also, since I personally haven't gone over base runepriest much, do you think the powers mesh well enough with a defender role without needing any changes or additions?

  3. - Top - End - #3
    Dwarf in the Playground
     
    RedKnightGirl

    Join Date
    Aug 2020
    Location
    Kansas City
    Gender
    Male

    Default Re: [D&D 4e] Rune Guard: Runepriest Defender Conversion (PEACH)

    Eh, some of us are crazy enough to still want to mess with it.

    As for design philosophy, I just really like the imagery of a frontline defender that projects a large visible rune on the ground around themselves and allies, keeping them all safe from harm. So, I took that idea and dropped it onto Runepriest.

    As for is it a good enough defender, I would say it's effectively a 75% Defender / 25% Leader. You get all of the strictly required defender mechanics, and some of your powers that were already off-defendery are even better now, and the rest of your leader-focused powers are now there as nice bonuses instead of build defining options.

    I've found this Rune Guard works very well in melee-heavy group comps where your allies are typically going to be sturdier than average anyway, meaning they can afford to take an extra un-mitigated attack, and then you can afford to spend a bit of your leader-y mechanics to sustain them.

    I also find that the swap-Mechanic for Protection Rune and Destruction Rune allows you to play kind of like a Berserker if they could freely drop in and out of their defender aura and berserker frenzy, allowing you to either REALLY hunker down and keep allies safe, or go on the offensive and encourage allies to focus fire enemies.

    It's been pretty fun, and I'm probably going to be playing on in a campaign that's starting up this Sunday, so hopefully I can get more data on it! I'm glad to see it getting some interest. I also have other homebrews in my signature link if you want to check them out as well!
    You can find all of my homebrew here: Nuptup's Extended Signature

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