A knight using their brute force to conjure magical runes and elemental magic.


Role: Tank

Requirement

Physical Weapons

Get the class Sheet
Check Equipment for Rune Knight

Skill Tree: Magical Runes

Runic Hatred (Uncommon)

Move (2m). After, attempt to inflict Taunted (LUC Save: Level + 10) on a target within 3m for 2 Actions. The Save Height is increased by 3 if you use Taunted within 1m. On Save, inflict Taunted for 1 Action instead.

Runic Attraction (Rare)

Attempt to inflict Attraction (LUC Save: Level + 10) on enemies within 4m. On Save, inflict Soft Attraction instead. ~ Attraction: Move as close as possible to the caster. ~ Soft Attraction: Move 1m towards the caster.

Runic Barrier (Epic)

Attempt to inflict Snared (AGI Save: Level + 10) on enemies within 2m. The Save Height is increased by 3 if you only use it on enemies within 1m instead. After, gain Runic Barrier for 2 Hits. ~ Runic Barrier: Gain Armor (Block Bonus).


Skill Tree: Elemental Runes

Rune of Flames (Uncommon)

Inflict Rune of Flames on a target within 3m for 2 Hits. ~ Rune of Flames: Lose 2 Armor and Fire attacks on you also deal 4 True Damage.

Rune of Frost (Rare)

Inflict Rune of Frost on 2 targets within 5m for 2 Hits. ~ Rune of Frost: Lose 1 Movement and Ice Attacks on you also deal 4 True Damage.

Rune of Light (Epic)

Inflict Rune of Light on 3 targets within 7m for 2 Hits. ~ Rune of Light: Each attack on you Heals (6) the Attacker and Light Attacks on you also deal 4 True Damage.


Skill Tree: Symbiotic Power

Arcane Guard (Uncommon)

Gain Mana Shield for 2 Hits. ~ Mana Shield: Gain 2 Armor and gain a Shield (STR + 3).

Arcane Overload (Rare)

Roll 1d6, 1-2= Fire Affinity, 3-4= Ice Affinity, 5-6= Light Affinity for 1 Attack. After, Attack (Power + 5) a target and inflict Arcane Overload until your next turn. ~ Arcane Overload: Allies of the caster within 3m of you may gain the same affinity when Attacking you.

Arcane Rain (Epic)

Grant Magic Affinity on allies within 5m for 2 Attacks and inflict Arcane Rain on enemies within 5m for 2 Hits. ~ Arcane Rain: Roll 1d6 and you are inflicted with an Elemental Weakness of the result. 1= Fire, 2= Ice, 3= Lightning, 4= Light, 5=Dark and 6= casters choice.


Ultimate

Arcane Runes Unleashed

Grant Runic Protector to another ally within 5m and gain Supreme Runes for 2 turns. ~ Runic Protector: Half of your incoming damage is negated. ~ Supreme Runes: Gain 2 Movement. Additionally, you may Move (1m) any 1 target after you use a skill on it.


Passive

Wild Magic

At the start of each turn, roll 1d6 (1= Power +2, 2= Movement +1, 3= Armor +2, 4= Dodge Chance +6%, 5= Critical Chance + 6%, 6=Block Chance +8%). Grant the result to an ally within 1m until your next turn.