A knight able to conjure powerful runes.

Role: Defender

Uses Physical Weapons.

Uses Intelligence for saves.

Default save height: Level + 10 Intelligence.

Get the class Sheet
Check Physical Equipment for Rune Knight

Skill Tree: Magical Runes

Runic Hatred (Common)

1 Action, Move (2m) and attempt to inflict Power - 8 on a target within 3m. Gain Save Height + 3 if you use this skill on a target within 1m.

Runic Attraction (Rare)

1 Action, Move (2m) and inflict Runic attraction on enemies within 4m.
~ Runic Attraction: At the start of your turn you move (3m) towards the caster.

Runic Barrier (Epic)

1 Action, Move (2m) and gain Armor + 8 (2 stacks) and grant Save + 3 to allies within 3m.

Skill Tree: Elemental Runes

Rune of Flames (Common)

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 deal 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 deal 6 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 10 True Damage and Shield (10) the attacker.

Skill Tree: Symbiotic Power

Arcane Guard (Common)

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

Arcane Overload (Rare)

1 Action, Gain either Fire, Ice or Light Affinity and attack (Power + 8) a target.

Arcane Rain (Epic)

Special, Grant Critical Bonus + 4 (2 stacks) to 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 + 5, 4: Armor + 2, 5: Critical Chance + 5, 6: Critical Bonus + 2).