A knight able to conjure powerful runes.

Role: Defender

Uses Physical Weapons.

Uses INT for saves.

Default save height: Level + 10 INT.

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Check Equipment for Rune Knight

Skill Tree: Magical Runes

Runic Hatred (Uncommon)

1 Action, Move (2m) and attempt to inflict Power - 5 on a target within 3m. Gain Save Height + 3 if you use this skill on a target within 1m.

Runic Attraction (Rare)

1 Action, Attempt to move enemies with 4m to tiles adjacent to you. On save, move a target (1m) to you.

Runic Barrier (Epic)

1 Action, Gain Armor + 5 (2 stacks). After, attempt to inflict Movement - 3 (2 stacks) on enemies within 2m or gain Save Height + 3 and attempt to inflict Movement - 3 (2 stacks) on enemies within 1m. On save, inflict Movement - 3.

Skill Tree: Elemental Runes

Rune of Flames (Uncommon)

Special, Inflict Armor - 2 (2 stacks) and Rune of Flames (2 stacks) on a target within 3m. ~ Rune of Flames: Fire attacks on you also dealĀ 4 True Damage.

Rune of Frost (Rare)

Special, Inflict Movement - 1 (2 stacks) and Rune of Frost (2 stacks) on two targets within 5m. ~ Rune of Frost: Ice Attacks on you also dealĀ 4 True Damage.

Rune of Light (Epic)

Special, Inflict Rune of Light (2 stacks) on three targets within 7m. ~ Rune of Light: Light attacks on you also deal 4 True Damage and heal (6) the attacker.

Skill Tree: Symbiotic Power

Arcane Guard (Uncommon)

Special, Gain Armor + 2 and heal (Level + 3).

Arcane Overload (Rare)

1 Action, Gain either Fire, Ice or Light Affinity and attack (Power + 5) a target. If you dealt damage, inflict Arcane Overload. ~ Arcane Overload: An attack on you has the same Elements as the caster currently has.

Arcane Rain (Epic)

Special, Grant Critical Bonus + 4 (2 stacks) on allies within 5m and inflict Random Element Weakness on enemies within 5m. ~ Random Element: Roll a D6 for an element: 1: Fire, 2: Ice, 3: Lightning, 4: Light, 5: Dark and 6: caster's choice.


Arcane Runes Unleashed

Special, Grant Runic Protector (4 stacks) to another ally within 5m and gain Movement + 2 (4 stacks) and Supreme Runes (4 stacks). ~ Runic Protector: Damage taken is halved. ~ Supreme Runes: After using a skill, you may move a target of that skill 1m.


Wild Magic

Passive, At the start of each turn, roll 1d6 and grant the result to a target within 1m. 1: Nothing, 2: Movement + 1, 3: Dodge Chance + 8, 4: Armor +, 5: Critical Chance + 8, 6: Critical Bonus + 2).