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Rune Warden Guardian

In the mystical realm of Alavir, where celestial prophecies dance with the fates of mortals, the Rune Wardens stand as an indomitable force against the encroaching darkness. These elite Guardians are not mere warriors; they are the living embodiments of ancient runes, each a conduit for the cosmic energies that birthed the universe itself. Their lineage traces back to the Celestial Convergence, a cataclysmic event where a comet of pure arcane energy collided with Alavir, infusing the souls of the bravest warriors with celestial essence.


Bound by destiny and guided by guardian spirits, Rune Wardens are the keepers of balance, their lives a ceaseless struggle against the forces that seek to unravel the fabric of existence. Each Rune Warden is paired with a guardian spirit, a celestial entity born from the same cosmic forces that granted them their extraordinary abilities. These spirits often manifest as majestic animals or ethereal beings, serving as both mentors and companions in the Rune Warden's quest for justice and equilibrium.


Their abilities are as varied as the runes they bear. Some wield the Amethyst rune, their minds fortified against psychic intrusions, while others channel the raw force of the Diamond rune to bolster their physical resilience. Yet, all share the power of the Runic Rebuke, a defensive spell that not only harms their attackers but also fortifies the Rune Warden's own life force. At the 11th tier of their mastery, they unlock the secret of the Runic Shield, a technique that transforms the energy of their rebuke into a protective aura, granting them temporary invulnerability.


Legends tell of Rune Wardens who have turned the tides of epic battles, their runic shields absorbing the brunt of enemy assaults as they carved through the ranks of darkness. They are the unsung heroes in tales of kingdoms saved and worlds preserved. Their presence in any quest is considered an omen of impending victory, for their runic abilities not only make them formidable fighters but also invaluable protectors.


As Alavir teeters on the brink of chaos, caught in the eternal struggle between light and shadow, the Rune Wardens march forth. In their resplendent armor, etched with runes glowing with celestial light, they are both a warning and a promise—a warning to the forces that dare disrupt the cosmic balance, and a promise to the innocent that as long as the runes glow, hope will never fade.

Rune Warden Guardian Features

Level 1

Protector

At 1st level, once per round when a creature within 60 feet of you is attacked. You can leap to a space within 5 feet of them and use the taunt cantrip forcing the attack or spell on to you instead, granting your protected ally 1 level of resistance to all damage until the start of your next turn.


You can taunt a creature within 15ft of you as a bonus action. If the creature fails a wisdom saving throw against your Spellcasting DC that creature cannot attack anyone but you for 3 rounds.


They can repeat the save at the end of their turn to end the effect. You can taunt multiple creatures in this way but only one creature per round.


When you cast a spell, you can make a Nature skill check (once per round).

Level 3

Runic Rebuke

At 3rd level, you gain a defensive option based on the rune you choose. When you are hit with an attack deal 3 + your Guardian level bonus damage to the attacker. Choose one of the following runes:


Amethyst: Psychic damage to the attacker.

Diamond: Force damage to the attacker.

Emerald: Nature damage to the attacker.

Ruby: Fire damage to the attacker.

Sapphire: Ice damage to the attacker.

Topaz: Electric damage to the attacker.


This feature’s damage increases by 3 when you reach 6th level (6), 10th level (9), 14th level (12), and 18th level (15).

Level 7

Runic Blessings

At 7th level, you can enhance your martial abilities by using runes. Choose one of the following runes:


Amethyst: You gain advantage on saving throws.

Diamond: Gain 2 bonus health per level.
Emerald:
 You can add your Constitution modifier to your skill checks.

Ruby: Double your runic rebuke damage.

Sapphire: Your threat management reduces all damage types.

Topaz: Once per round, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.


You can change your rune once you complete a long rest. This rune choice will be the same for all of your future features.

Level 11

Runic Shield

At 11th level, When you damage a creature with Runic Rebuke, you gain temporary hit points equal to your proficiency modifier.

Level 15

Rune Invoker

At 15th level, you can invoke the power of a second rune.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


1 Uncommon Item.

Choose 1 armor and 1 accessory that your class is proficient in.

Choose 2 weapons your class is proficient in.

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