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How to craft the 3 rune blade

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How to craft the 3 rune blade
August 26, 2019 Carefree Crafting 5 comments

Man, your skull's so soft you're makin' this easy!

The Scout on deaths-by-sword

Three-Rune Blade este o armă meleepromoțională pentru Scout. Este o sabie de argint ornamentată cu mânerul în forma unui cap de lup.

Această armă funcționează în exact acelaș fel ca Izbitorul din Boston.

Această armă a fost acordată în calitatea Autentic jucătorilor care au pre-comandat The Witcher 2 înainte de 17 Mai 2011.

Pagube și timpul de funcționare

Mai Vezi: Pagube

Identic cu:Izbitorul din Boston

Pagube si timp de funcționare
Tip de pagubă Melee
Pagubă la distanță sau apropiată? Melee
Pagube
Pagubă de bază 100% 35
Point blank 30-40
Critice 105
Minicritic 40-54
Sângerare8 / s
40 total
Sângerare (minicritică) 10.8 / s
54 total
Autorănire 13 + bleeding
53 total
Momente de funcționare
Interval de atac 0.5 s
Durata sângerării 5 s
Valorile sunt aproximate și determinate prin testarea de către comunitate.

Demonstraţie

Fabricare

Mai Vezi: Fabricare

Schemă

Istoria Actualizărilor

12 May 2011 Patch

  • [Nedocumentat] The Three-Rune Blade a fost adăugată în joc.

13 May 2011 Patch

  • S-a reparat un server crash atunci când acest obiect era echipat.

15 Mai 2011[Actualizare la serverul cu obiecte]

19 May 2011 Patch

  • S-a actualizat Three-Rune Blade în asa fel încât să se poată fabrica și să se poată da la schimb.

3 June 2011 Patch

  • S-au adăugat noi reguli de răspuns contribuite de comunitate pentru această armă.

8 Iuni e0211

  • S-au actualizat pictograma Three-Rune Blade; arma este acum îndreptată spre victimă.

Bug-uri

  • Această armă are probleme vizibile de clipping cu mâna Scout-ului.

Galerie

  • Anunţul de pe steam privind promoţia The Witcher 2'.

Mai Vezi

The Witcher 2 promo?

Obviously, as you can see here and here. kreafan 02:42, 13 May 2011 (UTC)

Probably, I can definitely see it becoming this weekend's new promo sale thing for TF2. Honestly, I'm a little tired of promo items, but I guess we will just have to see and edit accordingly when it becomes known.Daggra 03:29, 13 May 2011 (UTC)
Yeah, I see that the Witcher 1 is going to be on sale this weekend (haven't played yet, but decided to play it eventually), as the Witcher 2 will have obvious promotion. Will this promo-weapon have new stats or not?! Or is it just reskin for bat? Also - can anybody explain why Scout was chosen for this promo (please, no notes/jokes about that Witcher is pale and Demoman isn't)?kreafan 03:36, 13 May 2011 (UTC)
If you want to discuss the new weapons/hats then please do so on the Steam forums. These talk pages are for discussion about content on the page. Moussekateer·talk 03:39, 13 May 2011 (UTC)
Um, well... that's probably why. :P --Mar 03:41, 13 May 2011 (UTC)
Cheap alternative Boston Basher skin, sad and bad. It totaly doesn't fit the scout. godlike11219 00:12, 14 May 2011 (UTC)
This still isn't SUF godlike - nixshadow • t|c 00:16, 14 May 2011 (UTC)
Its annoying me on zombie fortress at the moment just because its a new weapon its blocked so we are geting exploiting by 1/3 of zombie players just wanting to be civilian scout. theomenofwow 09:46 02/06/2011

Trivia

I added a Trivia section and it got removed. I thought it was a good tidbit regarding where the sword came from, personally. Any reason it keeps getting removed? 8-Bit Lincoln 21:00, 14 May 2011 (UTC)

Because it was not relevant to the article.  – Ohyeahcrucz[T][C] 21:02, 14 May 2011 (UTC)
If that is the case, all Trivia sections should be removed. 8-Bit Lincoln 21:03, 14 May 2011 (UTC)
Even though it technically was a form of trivia, it was undeniably bland and could easily have been inferred. Trivia should be enlightening, not "meh" inducing. If you have a burning desire to add some trivia but are unsure of its relevancy, why not pop into the irc channel and get some feedback? :D Please don't snap at anyone either, we're all just trying to improve the wiki, ya? -- Babygirl 21:08, 14 May 2011 (UTC)
I added the silver bit to the description, if it makes you feel better. But it could be undone, and I don't really care either way Balladofwindfishes 21:20, 14 May 2011 (UTC)
If I came across as snapping, I apologize. It wasn't my intent. If you guys feel it doesn't need to be there, it's fine. I just wanted an explanation. 8-Bit Lincoln 21:26, 14 May 2011 (UTC)
It's always best to ask before uploading trivia. Just a Gigolo - (talk) 21:05, 15 May 2011 (UTC)

Crafting

Is the random token-crafting option the only way to craft this item? If someone can clarify this, then it'll need to be added to the list of possible results for Melee Token + Scout Token + Scrap. Cooper Kid(Blether)·(Contreebs) 23:52, 19 May 2011 (UTC)

In game, the crafting recipe list doesn't have anything new added to it. Balladofwindfishes 23:53, 19 May 2011 (UTC)

Bug?

"The kill icon points the wrong way? Do we even have to say this? It's probably more distinguishable from the other swords so I think this is intentional. If anything, it might be trivia but it's not really a bug. Same goes for the Maul. BASEBALLFURIES 12:52, 7 June 2011 (UTC)

What makes it so distinguishable that it has to point in the opposite direction of practically any other weapon? Pointing towards the victim is the correct kill icon appearance. Since this weapon, and the Maul, do not do so, I see no reason why we should throw our hands up in defeat and exclaim it must be intentional.--Focusknock 16:29, 7 June 2011 (UTC)
And thus, with the latest patch flipping the kill icons and fixing the bug, you are proven wrong.--Focusknock 17:39, 9 June 2011 (UTC)

Different type of death

Wouldn't it be great if an enemy died of the direct damage they go decapitated like with the Eyelander, but if they died from the bleed damage they drop a normal ragdoll?

SpaceAnimator 17:10, 11 June 2011 (GMT)

I'm afraid this isn't related to the TFwiki article for the Three-Rune Blade. For chatting, suggestions for weapons (and not the weapon articles on the wiki), and everything else, take your conversation to Steam Forums. http://forums.steampowered.com/forums/forumdisplay.php?f=80FlotsamX 16:14, 11 June 2011 (UTC)

Refilming the demo video?

I know it's a small thing, but now that the kill Icon has changed it might confuse some people? It also got new sound effects, but I think the video has those. Herring101 05:23, 12 June 2011 (UTC)

I was crafting a scout melee, and a Three-Rune Blade was the result. So, I need to know. Is it rare?.

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Runeblade[edit]

Leviathan and The Terrun Calibre[edit]

Long ago, there was a great creature called Leviathan, not to be confused with the sea serpent of the same name, it was a might and proud creature that fought against any adversary both Light and Dark. To aid in this quest, it gifted it's knowledge and experience to mortals who would stand by it's side. Gifting them the balance between swordsmanship and arcane runes, those mortals became Runeblades. Time has long since passed and the Great Leviathan has all but disappeared from the worlds. But one group remains devout to Leviathan's Teachings and keep the path of the Runeblade alive; The Terrun Calibre. A reclusive order who train under the caste leader, the Anchorite. They are the mouthpiece of Leviathan and continue it's teachings. Whill you pledge your blade to learn the secrets of times long passed?


Creating a Runeblade[edit]

Quick Build

You can make a Runeblade quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Intelligence. Second, choose the Urban Bounty Hunter background.

Class Features

As a Runeblade you gain the following class features.

Hit Points

Hit Dice: 1d10 per Runeblade level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Runeblade level after 1st

Proficiencies

Armor: Light Amour
Weapons: Martial Sword Weapons
Tools: None
Saving Throws: Intelligence, Strength
Skills: Arcana, Athletics, Intimidation, Investigation, Perception, History, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A martial melee weapon
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • (a) A set of Padded Armour or (b) A set of Leather Armour
  • If you are using starting wealth, you have 10gp in funds.

Leviathan's Blade[edit]

The ancient bond between arcanists and sword masters has given rise to the Leviathan’s Blade, the tool and companion of the Runeblade. You can use your action to create your Leviathan’s Blade in your empty hand. You can choose the form that this melee weapon takes each time you create it but it must be a bladed weapon. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Your Leviathan’s Blade disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your Leviathan’s Blade by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your Leviathan’s Blade thereafter. The weapon ceases being your Leviathan’s Blade if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. Your Leviathan’s Blade appears at your feet if it is in the extra-dimensional space when the bond breaks.

Runic Armour[edit]

Another important aspect for Runeblades both greenhorn and master is weaving your runic energy into your armour. While you are unarmoured or wearing Light Armour, you can add half of your Intelligence Modifier to your AC.

Leviathan's Knowledge[edit]

At 2nd level, you begin your study of ancient Runeblade Masters and their teachings. You learn 2 Blade Styles of your choice. Many Blade Styles enhance an attack in some way. Each use of a Blade Style must be declared before the attack roll is made and you can only use one Blade Style per weapon attack. You gain 2 additional Blade Styles at 7th, 10th 15th and 18th levels. You can use these to swap out Blade Styles you already knows.

Runic Energy

You gain Runic Energy equal to your Intelligence modifier. You regain 1 Runic Energy each time you roll a 20 on the d20 attack roll with your Leviathan’s Blade. You regain all Ruinc Energy after a long or short rest.

Runic Sigil[edit]

By 3rd level, you have been allowed to train in the arts of the Runeblade. The Runic Sigil. In battle, you can enter a trance based on the three runic sigils. On your turn, you can enter this trance as a bonus action. While under the effect of the Runic Sigil, you gain the following benefit related to which Elemental Sigil you pick. You can only have one Sigil active at one time:

  • Flame Sigil: Your attacks with your Leviathan’s Blade deal an additional 1d8 Fire Damage. Additionally, your Blade Styles are changed to their ‘Flame Sigil’ variation.
  • Frost Sigil: Your attacks with your Leviathan’s Blade deal an additional 1d8 Cold Damage. Additionally, your Blade Styles are changed to their ‘Frost Sigil’ variation.
  • Storm Sigil: Your attacks with your Leviathan’s Blade deal an additional 1d8 Lightning Damage. Additionally, your Blade Styles are changed to their ‘Storm Sigil’ variation.

The sigils damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Your Runic Sigil Trance lasts for 1 minute. It ends early if you are knocked unconscious or if you end your Trance on your turn as a bonus action. Once you have entered your Runic Sigil Trance the number of times shown in the Runic Sigil Trances column of the Runeblade table, you must finish a long rest before you can enter the trance again.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level.

Runic Balance[edit]

Beginning at 6th level, your study has broken new ground as you being training to balance your blade craft and skill. When a creature you can see affects you with a magical effect that requires you to make a Saving Throw, you can choose to fail the throw but doing so increases your Runic Energy by 1. You can use this ability a number of times up to your proficiency bonus and regain all uses after a long rest.

Runic Focus[edit]

Starting at 7th level, your Master has given you special knowledge of your clan to draw the full power from your Runic Sigils. While under the effect of Runic Sigil, you gain the following benefits relating to with Sigil is active. These benefits last while the sigil is active.

At 7th level the benefits are:

  • Flame sigil: Add an additional damage dice to all Fire damage you deal. Additionally, when you first enter the effect of Runic Sigil you gain Temporary Hit points equal to Half of your Runeblade level (Rounded Up).
  • Frost sigil: Add an additional damage dice to all Cold damage you deal. Additionally, increase your AC by 1.
  • Storm sigil: Add an additional damage dice to all Lightning damage you deal. Additionally, increase your movement speed by 5ft and your Dexterity Saving Throws by 1.

At 12th level the benefits become:

  • Flame sigil: Add 2 additional damage dice to all Fire damage you deal. Additionally, when you first enter the effect of Runic Sigil you gain Temporary Hit points equal to your Runeblade level.
  • Frost sigil: Add an additional damage dice to all Cold damage you deal. Additionally, increase your AC by 2.
  • Storm sigil: Add an additional damage dice to all Lightning damage you deal. Additionally, increase your movement speed by 5ft and your Dexterity saving throws by 2.

At 16th level the benefits become:

  • Flame sigil: Add 3 additional damage dice to all Fire damage you deal. Additionally, when you first enter the effect of Runic Sigil you gain Temporary Hit points equal to your Runeblade level added to half of your Runeblade level.
  • Frost sigil: Add an additional damage dice to all Cold damage you deal. Additionally, increase your AC by 3.
  • Storm sigil: Add an additional damage dice to all Lightning damage you deal. Additionally, increase your movement speed by 15ft and your Dexterity Saving Throws by 3.

Ability Score Increase[edit]

When you reach 8th level and again at 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Blade Mastery[edit]

At 9th level, you have perfected some of the more advanced Blade Techniques of your Clan and have begun to get more acquainted with your blade companion; increasing its effectiveness. Your Leviathan’s Blade is classed as a +1 weapon (If it wasn’t already) and gains an Weapon additional damage dice while you wield it. This increases to a +2 Weapon (If it wasn’t already) at 14th level and at 18th level it becomes a +3 weapon (If it wasn’t already) and gains yet another additional Weapon damage dice.

Ability Score Increase[edit]

When you reach 12th and again at 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Accursed Edge[edit]

Starting at 13th level, the unkempt runic energies in your Leviathan's Blade resonate along your blade, causing it to temporarily disrupt mystical energy. When you make an attack with your Leviathan’s Blade, you negate bonuses to AC provided through magical means on the target creature for that attack.

Sorrowbond[edit]

At 15th, your training has provided you with some more secrets of long lost Runeblade Artisans. When you damage a creature with your Leviathan’s Blade that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. Additionally, you have advantage on saving throws against spells cast by creatures within 5 feet of you.

Ability Score Increase[edit]

When you reach 16th level and again at 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Empowering Critical[edit]

At 17th, you have perfected all of the teachings your Clan Leaders can teach you. Your Leviathan’s Blade is a perfect example of the weapon all the recruits should aspire to create. Your attacks with your Leviathan’s Blade score a critical hit on a roll of 19-20, and you regain a point of Runic Energy on a roll of 19 and 20 on a d20 attack roll with your Leviathan’s Blade.

Ability Score Increase[edit]

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Leviathan's Resistance[edit]

At 20th level, you have somehow communed with the legendary Leviathan, eternal Master of the Runeblades. From this communion, you have gained a piece of his soul and a hint of its power. Once per long rest, if you fail a saving throw, you can choose to succeed instead.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Runeblade class, you must meet these prerequisites: 13 Strength and 13 Intelligence

Proficiencies. When you multiclass into the Runeblade class, you gain the following proficiencies: Arcana and History


Base Blade Style Blade Style NameEffect
Flurry FlurryYou strike around you with great speed and precision. When you make a weapon attack with your Leviathan’s Blade, you can spend a Runic Energy to make an attack roll against all foes within 10ft, using the one attack roll as the to hit against all of the creatures. On a hit, you deal your Leviathan’s Blade damage and an additional 1d6 Points of force damage per relative Trance Level.
Flurry Flame FlurryWhile under the effect of ‘Flame Sigil’ the force damage is replaced with 1d10 Points of Fire damage per relative Trance Level. Additionally, they must make a Constitution Saving Throw or be Immolated, taking 3d6 Points of fire damage at the end of their turn. They can repeat the saving throw at the beginning of their turns.
Flurry Frost FlurryWhile under the effect of ‘Frost Sigil’ the force damage is replaced with 1d6 Points of Cold damage per relative Trance Level. Additionally, the creature’s movement speed is halved until the end of their next turn.
Flurry Storm FlurryWhile under the effect of ‘Storm Sigil’ the force damage is replaced with 1d8 Points of Lighting damage per relative Trance Level. Additionally, they must make a Constitution Saving Throw or be Stunned until their next turn.
Echoing Blade Echoing BladeYou rend the very fabric of time to create a delayed cage of slashes. When you make an attack roll with your Leviathan’s Blade, you can spend a Runic Energy to attempt to mark the creature for death. On a hit, you do not deal damage but apply ‘Echoing Blade’ and concentrate on this effect. At the end of each of your turns, roll a d6. On a DC 1 or when you drop concentration the Echoing Blade strikes, dealing your Leviathan's Blade damage and an additional 1d6 points of Force Damage for each turn this effect has been active and you made a roll. This ends your Concentration on this effect. The DC increases by 1 for each subsequent turn. Only one creature can be affected by Echoing Blade at one time.
Echoing Blade Echoing FlamesWhile under the effect of ‘Flame Sigil’ the Force damage becomes 1d8 Fire Damage Additionally, when the Echoing Blade triggers, all creatures within 20ft of the marked creature must make a Dexterity Saving Throw or take half of the total damage dealt by Echoing Blade.
Echoing Blade Echoing FrostWhile under the effect of ‘Frost Sigil’ the Force damage becomes 1d6 Cold Damage. The Marked creature must make a Constitution Saving Throw or must reduce their To Hit bonus by half.
Echoing Blade Echoing StormWhile under the effect of ‘Storm Sigil’ the Force damage becomes 1d6 Lightning Damage. Additionally, if the creature willfully moves before the end of your next turn, the damage becomes 6d6 Lightning damage and you no longer roll a d6 at the end of your turn.
Impact ImpactYour blade resonates with destructive energy, thrust it groundward to release it. When you make a weapon attack with your Leviathan’s Blade, you can expend 1 Runic Energy to instead thrust your blade into the ground and create a shockwave. All creatures within 10ft, including aerial creatures, must make a Dexterity saving throw or be blasted back 10ft and take 1d6 Points of bludgeoning damage per relative Trance level. On a successful save, they take half damage and are not moved instead.
Impact Burning ImpactWhile under the effect of ‘Flame Sigil’ the Bludgeoning damage is replaced by 1d10 Points of Fire damage per relative Trance Level. Additionally, you create a towering flame pillar that lasts until the start of your next turn which deals 1d6 points of damage when a creature makes a weapon attack against you.
Impact Freezing ImpactWhile under the effect of ‘Frost Sigil’ the Bludgeoning damage is replaced by 1d6 Points of Cold damage per relative Trance Level. Additionally the shockwave creates an icy mist until the start of your next turn. Creatures within 10ft of the Icy Mist can use either an action or a bonus action, not both on its turn.
Impact Surging ImpactWhile under the effect of ‘Storm Sigil’ the Bludgeoning damage is replaced by 1d8 Points of Lighting damage per relative Trance Level. Additionally it spawns a 30ft cloud which you are immune to the effects of. Until your next turn gusts and freezing rain assail the area under the cloud. the area becomes heavily obscured and ranged weapon attacks in the area are at disadvantage.
Blade Chasm Blade ChasmAs an action, you can spend 1 Runic Energy to place down runes during your movement. At the end of your next turn, the runes erupt in a 5ft radius and deal your Leviathan’s Blade Weapon damage and an additional 1d6 Points of force damage per relative Trance Level to all creatures in the radius.
Blade Chasm Flame ChasmWhile under the effect of ‘Flame Sigil’ The runes burn with lingering fire. Creatures that pass through the fire runes take 2d6 Points of fire damage. The force damage is replaced by 1d10 Points of fire damage per relative Trance Level.
Blade Chasm Frost ChasmWhile under the effect of ‘Frost Sigil’ the force damage is replaced by 1d6 Points of Cold damage per relative Trance Level. Additionally, the explosions spread ice shards. Creatures within 20ft of the runes must make a Dexterity saving throw or take 1d4 Cold damage.
Blade Chasm Storm ChasmWhile under the effect of ‘Storm Sigil’ the force damage is replaced by 1d8 Points of Lighting damage per relative Trance Level. Additionally, the explosions cause lightning bolts to shoot from it. Select creatures up to your proficiency bonus within 30ft. They must make a Dexterity saving throw or take 2d6 Lightning damage.
Last Arcanum Last ArcanumWhen you make a weapon attack with your Leviathan’s Blade, you can spend 1 Runic Energy to instead move half of your movement, without provoking opportunity attacks, in a straight line and make a weapon attack against all hostile creatures within range of the line. You only make one attack roll for all creatures. On a hit, you deal your weapon damage and an additional 1d6 Force Damage per relative Trance Level.
Last Arcanum Last SolumWhile under the effect of ‘Frost Sigil’ the force damage becomes 1d10 Fire damage per relative Trance Level. Additionally, if a creature is above half of their Max Hit Points, the attack is classed as a Critical Attack in terms of damage and takes double your base weapon damage.
Last Arcanum Last CongeloWhile under the effect of ‘Storm Sigil’ the force damage becomes 1d6 Points of Cold damage per relative Trance Level. Additionally, the line forms a 20ft high glacial wall that lasts until the beginning of your next turn. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side. Nothing can physically pass through the wall and it is immune to all damage.
Last Arcanum Last JudiciumWhile under the effect of ‘Flame Sigil’ You can move your full movement and the force damage becomes 1d8 Points of Lighting damage per relative Trance Level. Additionally, you deal an extra 1 point of Lightning Damage for each creature hit by this effect.
Whirling Blades Whirling BladesYou summon ethereal chakrams and blast them towards your foes. When you make a weapon attack with your Leviathan’s Blade; you can spend 1 Runic Energy to instead summon the chakrams and blast them at a creature within 30ft. You make a weapon attack using your Leviathan’s Blade’s to hit bonus. On a hit you deal your Leviathan’s Blade damage and an additional 1d6 Points of force damage per relative Trance Level.
Whirling Blades Whirling FlamesWhile under the effect of ‘Flame Sigil’ the force damage is replaced by 1d10 Points of fire damage per relative Trance Level. Additionally, they must make a Constitution Saving Throw or be Immolated, taking 3d6 Points of fire damage at the end of their turn. They can repeat the saving throw at the beginning of their turns.
Whirling Blades Whirling IciclesWhile under the effect of ‘Frost Sigil’ the force damage is replaced by 1d6 Points of Cold damage per relative Trance Level. Additionally, hit or miss, the chakram explodes. The target and each creature within 5 feet must pass a Dexterity save or take 2d6 cold damage
Whirling Blades Whirling SparksWhile under the effect of ‘Storm Sigil’ the force damage is replaced by 1d8 Points of Lighting damage per relative Trance Level. On a hit, three bolts of lightning that target to as many as three other Targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 3d4 lightning damage on a failed save, or half as much on a successful one.
Warding Spirits Warding SpiritsYou inscribe defensive runes around you to protect you against both blade and bolt. As a bonus action, you can spend 1 Runic Energy to create a 5ft circle of runes around you. While you stand in this circle, your AC and Saving throws increase by 2. You can concentrate on this Blade Style for up to 1 minute.
Warding Spirits Warding FlamesWhile under the effects of ‘Flame Sigil’, you gain resistance to Fire damage for the duration. Additionally, you create a ring of fire that threatens 5ft around you for the duration. Creatures that start or end their turn within 5ft of you take 2d8 Of Fire damage.
Warding Spirits Warding FrostWhile under the effects of ‘Frost Sigil’, you gain resistance to Cold damage for the duration. Additionally, you negate damage lower than your class level for the duration.
Warding Spirits Warding StormWhile under the effects of ‘Storm Sigil’, you gain resistance to Lightning damage for the duration. Additionally, when you make a successful attack creatures within 5ft of the target take the Lightning damage granted by your Trance.
Illusionary Blades Illusionary BladesYou summon 5 illusionary copies of your Leviathan’s Blade to cast at foes. As an action, you can spend 1 Runic Energy to summon 5 Illusionary Blades. As a bonus action, you can select a creature within 60ft and cast one of the illusions at them. Make a weapon attack using your Leviathan’s Blade’s to hit bonus. On a hit, the blade lodges in them, the creature takes your Leviathan’s Blade weapon damage and an additional 1d6 Points of force damage per relative Trance Level. You do not expend Runic Energy to cast the blades. This effect ends and the blades disappear when you do not use this effect on your turn.
Illusionary Blades Illusionary FlamesWhile under the effect of ‘Flame Sigil’ the illusion blades set alight. The force damage is replaced by 1d10 Points of fire damage per relative Trance Level. Creatures take 1d4 points of Fire damage at the end of your turn for each Illusionary Blade embedded in the creature.
Illusionary Blades Illusionary FrostWhile under the effect of ‘Frost Sigil’ the illusion blades are heavy with thick frost. The force damage is replaced by 1d6 Points of Cold damage per relative Trance Level. Creatures reduce their movement speed by 5 for each Illusionary Blade embedded in the creature.
Illusionary Blades Illusionary BoltsWhile under the effect of ‘Storm Sigil’ the illusion blades crackle with shocking energy. The force damage is replaced by 1d8 Points of Lighting damage per relative Trance Level. When a creature with a creature with a blade in it is subjected to a spell effect, they must reduce their AC and Saving Throws against it for each Illusionary Blade embedded in the creature.
Honing Runes Honing RunesWhile others may not understand the teachings of the legendary Leviathan, it does not mean they cannot benefit from it. As a bonus action, you can spend 1 Runic Energy to place a 10ft rune beneath you. All friendly creatures within the rune’s area increase their weapons’ Critical Hit boundary by 1. You can concentrate on this Blade Style for 1 minute.
Honing Runes Tempering RunesWhile under the effect of ‘Flame Sigil’ friendly creatures in the rune’s area add the fire damage provided through your trance to their weapon attacks. Additionally, they add an additional damage dice to their base weapon attacks.
Honing Runes Glacial RunesWhile under the effect of Frost Sigil’ friendly creatures in the rune’s area add the Cold damage provided through your trance to their weapon attacks. Additionally, they add 1 to their Armour Class.
Honing Runes Surging RunesWhile under the effect of ‘Storm Sigil’ friendly creatures in the rune’s area add the Lightning damage provided through your trance to their weapon attacks. Additionally, when they are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
Gravity Runes Gravity RunesAs an action, you can spend 1 Runic Energy to place a 30ft rune on the ground. All creatures in the rune’s area must make a Strength saving throw or be dragged 15ft to the centre and take additional 1d6 Points of Bludgeoning damage per relative Trance Level. On a successful save, they take half damage and are not dragged. The rune persists until the beginning of your next turn.
Gravity Runes Gravity FireballWhile under the effect of ‘Flame Sigil’ the bludgeoning damage is replaced by 1d10 Points of fire damage per relative Trance Level. At the beginning of your next turn, the rune explodes instead of fades. Creatures within the runes area must make a dexterity saving throw or take another 3d6 Points of Fire damage and be blasted back 20ft.
Gravity Runes Gravity FrostballWhile under the effect of ‘Frost Sigil’ the bludgeoning damage is replaced by 1d6 Points of Cold damage per relative Trance Level. Creatures that fail the saving throw are Cryo Shocked; halving their movement and preventing them from regaining Hit Points; until the end of their next turn.
Gravity Runes Gravity ThunderballWhile under the effect of ‘Storm Sigil’ the bludgeoning damage is replaced by 1d8 Points of Lighting damage per relative Trance Level. Creatures hit by this effect are staticed until the end of their next turn. Staticizeded creatures deal 2d4 Lightning damage to hostile creatures they move within 10ft of them.
Elemental Potency Elemental PotencyUtilising Master Ishura’s secret techniques, you can empower your elemental energy. As a bonus action, you can expend 1 Runic energy to place a rune seal upon your Leviathan’s Blade. For the duration, evolve the damage dice of your Fire, Cold and Lightning damage by one stage. You can concentrate on this Blade Style for up to 1 minute. This Blade Style has no Runic Sigil variations.
Blink BlinkAt times, Runeblades can move in an instant in or out of danger. As a bonus action, you can spend 1 Runic Energy to move 30ft. You are classed as being on the Ethereal Plane and do not provoke opportunity attacks or suffer from terrain restrictions. Alternatively, you can instead move up to 60ft if you end this movement within 5ft of a hostile creature. At the end of this movement, you are no longer classed as being on the ethereal plane.
Blink Blazing BlinkWhile under the effects of ‘Fire Sigil’ you leave a trail of fire when you move with this ability. Until the beginning of your next turn, creatures that cross the trail of fire take 2d6 Points of fire damage.
Blink Chilling BlinkWhile under the effects of ‘Frost Sigil’ you leave a frozen path when you move with this ability. Until the beginning of your next turn, the ground classes as Difficult Terrain for all other creatures.
Blink Shocking BlinkWhile under the effects of ‘Storm Sigil’ you move like a bolt of lighting and dart about. Creatures cannot use their reactions when you move with this ability and you can move up to 60ft without stopping within 5ft of a hostile creature.

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The Scout on sword deaths

The Three-Rune Blade is a promotionalmelee weapon for the Scout. It is an ornate silver sword with a curved cross guard, a worn brown grip, and a pommel in the shape of a wolf's head.

This weapon functions identically to the Boston Basher.

The Three-Rune Blade was awarded in Genuine quality to players who pre-ordered The Witcher 2 on Steam before May 17, 2011.

Damage and function times

See also: Damage

Identical to:Boston Basher

Damage and function times
Damage type Melee
Ranged or Melee damage? Melee
Damage
Base damage 100% 35
Critical 105
Mini-crit 47
Bleeding8 / s
40 total
Bleeding (mini-crit) 10.8 / s
54 total
Self-damage 18 + bleeding
58 total
Function times
Attack interval 0.5 s
Bleeding duration 5 s
Values are approximate and determined by community testing.

Demonstration

Crafting

See also: Crafting

Blueprint

Update history

May 12, 2011 Patch

  • [Undocumented] The Three-Rune Blade was added to the game.

May 13, 2011 Patch

  • Fixed the Three-Rune Blade crashing a server when equipped.

May 15, 2011 Patch

May 19, 2011 Patch

June 3, 2011 Patch

  • Added community contributed response rules to the Three-Rune Blade.

June 8, 2011 Patch

  • Updated the Three-Rune Blade's kill icon; the weapon now faces the victim.

March 1, 2012 Patch

  • Added missing forces for Three-Rune Blade.

Gallery

  • Steam announcement for The Witcher 2: Assassin of Kings promotion.

See also

Check out our rune blade selection for the very best in unique or custom, handmade Dark Soul, Dark soul ring, Blade of the Darkmoon sword, Dark souls 3.

Item - Weapon - Swordsmanship - Rune Blade

Looking for some feedback on a custom class I made for a player in a new campaign. They wanted to use "runes" to cast spells so I though up this weird little mechanic to see if they liked it. Unfortunately, I will also have a first time player in the party and this is the first time I am building a custom class. I don't want to make the class so weak that it shuns the person playing it, but don't want it so broken that it makes the new player feel useless. That is why i am looking for some feedback! Anything helps! Thank you all for your time!

Rune Magic: Classes that use Rune Magic are called Rune Casters
Rune Magic works very similarly to Wordcasting except that it must be placed on
an object. If a rune is placed on an object that is thrown, roll a d6 to find which
way the rune is facing when it lands. Directions are based on a north facing map.
If the object is flat, not round, the rune probably landed either up or down.
For this, flip a coin. 1 = up, 2 = west, 3 = south, 4 = north, 5 = east, 6 = down.
Runes may not be placed on top of eachother. If the Rune Caster attempts
to place a rune on a magical object, the object can make a DC 13 Will
save to avoid having the rune placed on it. If the object suceeds, the
level of spell the rune was supposed to be is used and will not be available
again until the Rune Casters next long rest. The rune moves with the
object it is placed on. When the rune is activated, the magic in the
rune is cast away from the rune. For example, if a rune is placed
on the floor, it will execute it's magic towards the ceiling; if
placed on a wall, it will execute it's magic into the room that the
wall is facing. Placing a rune is a standard action. Rune magic
uses all the rules for Word casting on top of the rules above.

Class Name: Rune Blade
Hit Die: d8

Class Skills:
Appraise(INT), Craft(INT), Fly(DEX), Knowledge(Arcana)(INT), Knowloedge(history)(INT),
Linguistics(INT), Perception(WIS), Profession(WIS), Sense Motive(WIS), Spellcraft(INT),
Survival(WIS), Use Magic Device(CHA).

Weapon and Armor Proficiency:
Simple and Martial weapons,
light and medium armor. Light
armor provides no arcane spell
failure chance.

Runic Formal Craft:
A Rune Blade must prepare his runes in advance by taking a long rest
and spending at least 1 hour using his arcane energies to inscribe
a temorary rune on objects. To regain runes per level per day,
the Rune Blade must take a long rest.A Rune Blade can place a
limited number of runes per level per day from his rune list.
Runes fade after 24 hours, not after use. To learn
or cast a rune, a Rune Blade must have a wisdom score equal
to at least 10 + the runes level. A saving throw DC for a
Rune Blade is 10 + the runes level + the Rune Blades Wisdom modifier.
Rune Blades may take any effect word from the sorcceror/bard
word list but cannot take any healing effect words.

Rune Tokens:
A Rune Blade has a certain number of tokens with which to activate
his runes. As a standard action, a Rune Blade can use a rune token
to activate any rune he has placed.This provokes an attack of opportunity.
A Rune Blade may use additional tokens to increase the caster level
of a rune by 1 caster level per additional token spent. A Rune Blade
cannot use this to surpass the limit on effects with limitations to
them. A rune Blade may also use rune level + 1 number of tokens to
decrease the rune level by 1. Example, a Rune Blade wishes to cast
a 6th level rune. He may use 7 tokens to cast it as a 5th level rune.

A Rune Blade gains a number of rune tokens per long rest.
A Rune Blade may gain extra tokens depending on his Wisdom modifier.
(Minimum 0). The number of tokens a Rune Blade may have cannot exceed
his max for his level plus extra from his wisdom modifier.

Table:
--------Base
--------Attack Fort Ref Will
Level Bonus Save Save Save Special
-----------------------------------------------------
1 | +0 | +0 | +1 | +1 | Eshew materials
| | | | | Runic Formal Craft
| | | | | Rune Tokens
-----------------------------------------------------
2 | +1 | +0 | +1 | +2 | Rune Weapons +1
| | | | | Rune Armor +1
-----------------------------------------------------
3 | +1 | +1 | +1 | +2 | Rune Binding +1
-----------------------------------------------------
4 | +1 | +1 | +2 | +3 |
-----------------------------------------------------
5 | +2 | +1 | +2 | +4 | Rune carving
-----------------------------------------------------
6 | +2 | +2 | +2 | +4 |
-----------------------------------------------------
7 | +2 | +2 | +3 | +5 | Rune Weapons +2
| | | | | Rune Armor +2
----------------------------------------------------
8 | +3 | +2 | +3 | +6 |
-----------------------------------------------------
9 | +3 | +3 | +3 | +6 | Rune Binding +2
-----------------------------------------------------
10 | +3 | +3 | +4 | +7 |
-----------------------------------------------------
11 | +4 | +3 | +4 | +8 | Bonus Feat
-----------------------------------------------------
12 | +4 | +4 | +4 | +8 |
-----------------------------------------------------
13 | +4 | +4 | +5 | +9 | Rune Weapons +3
| | | | | Rune Armor +3
-----------------------------------------------------
14 | +5 | +4 | +5 | +10|
-----------------------------------------------------
15 | +5 | +5 | +5 | +10| Rune Binding +3
-----------------------------------------------------
16 | +5 | +5 | +6 | +11|
-----------------------------------------------------
17 | +6/+1 | +5 | +6 | +12| Rune Sight
-----------------------------------------------------
18 | +6/+1 | +6 | +6 | +12|
-----------------------------------------------------
19 | +6/+1 | +6 | +7 | +13| Rune Binding +4
-----------------------------------------------------
20 | +7/+2 | +6 | +7 | +14| Rune Weapons +4
| | | | | Rune Armor +4
-----------------------------------------------------

---------Tokens------------------Runes per day
Level per day 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
----------------------------------------------------------------
1 | 3 | 5
----------------------------------------------------------------
2 | 4 | 6
----------------------------------------------------------------
3 | 5 | 7
----------------------------------------------------------------
4 | 9 | 8 5
----------------------------------------------------------------
5 | 10 | 8 6
----------------------------------------------------------------
6 | 14 | 8 7 5
----------------------------------------------------------------
7 | 16 | 8 8 6
----------------------------------------------------------------
8 | 20 | 8 8 7 5
----------------------------------------------------------------
9 | 22 | 8 8 8 6
----------------------------------------------------------------
10 | 26 | 8 8 8 7 5
----------------------------------------------------------------
11 | 28 | 8 8 8 8 6
----------------------------------------------------------------
12 | 32 | 8 8 8 8 7 5
----------------------------------------------------------------
13 | 34 | 8 8 8 8 8 6
----------------------------------------------------------------
14 | 38 | 8 8 8 8 8 7 5
----------------------------------------------------------------
15 | 40 | 8 8 8 8 8 8 6
----------------------------------------------------------------
16 | 44 | 8 8 8 8 8 8 7 5
----------------------------------------------------------------
17 | 46 | 8 8 8 8 8 8 8 6
----------------------------------------------------------------
18 | 50 | 8 8 8 8 8 8 8 7 5
----------------------------------------------------------------
19 | 52 | 8 8 8 8 8 8 8 8 6
----------------------------------------------------------------
20 | 56 | 8 8 8 8 8 8 8 8 7
----------------------------------------------------------------

Rune Weapons/Armor (Sp):
As a swift action that costs 1 rune token, a Rune Blade
may give his weapon or armor an enhancement bonus. For melee
weapons, the enhancement acts like a touch spell. It adds
+1 to attack and damage until the weapon strikes a target.
The attack roll is resolved against touch AC.
For ranged weapons, it acts like a ranged touch attack,
providing a +1 to attack and damage. The attack roll is
resolved against touch AC.

For armor, the Rune Blade can choose to gain either +1 to
AC, or +1 to damage resistance for one round.

At levels 7, 14, 20 a Rune Blade may choose to use more
tokens to provide the same enhancement described above
but stack the effects. At level 7, he may spend 2 tokens,
at level 14 he may spend 3 Tokens, and at level 20 he may
spend 4 tokens.

Rune Binding (Sp):
The Rune Blade may spend 1 token to use his arcane power
to inscribe a temporary rune onto a target as a standard
action. This action does not provoke an attack of oportunity.
By inscribing a rune onto a target, that target will absorb
the Rune Blades damage received for the next minute up to
the Rune Blades caster level, rounded down, within 20ft. This
binding is visible to creatures, living or dead, as an
arcane rope between the Rune Blade and his target. If the
target leaves the 20ft range, the effect ends. The binding
link can be re-established if either the Rune Blade or his
target moves with 20 ft of the other again within the duration
of this ability.

At level 9, 15 and 19, the Rune Blade may choose to use
more tokens to provide improved benefits from the binding.
At level 9, the Rune Blade may use 2 tokens to cause the
target to absord 1.5 times the Rune Blades caster level
for 1.5 minutes; at level 15, 3 tokens for 2 times the
caster level for 2 minutes; at level 19, 4 tokens for
2.5 times the caster level for 2.5 minutes.

Additional tokens may be used to increase caster level as
described under Rune Tokens.

Rune Carving (Ex):
At fifth level, a Rune Blade may carve or otherwise permanently
inscribe a rune into a peice of equipment. This proccess takes one day
to complete. A piece of equipment that is carved by the Rune
Blade can be activated as a standard action but does not cause an
attack of opportunity as activating a rune otherwise would. This
Rune does not disapear. Activating a rune like this costs 2
of the rune slots of that runes level. Runes that are inscribed
do not count towards the use of that runes level until they are
used. Example: A Rune Blade scribes a 1st level rune on a wall.
This reduces his remaining number of 1st level runes by 1.
He then uses a token to cast the spell inscribed in the rune.
For a carved rune, the rune takes no slots until it
is cast. If it was a 1st level rune, it would have cost
2 1st-level rune slots. There is no range limit on this activation.
A Rune Blade must have at least 2 slots available of the level of
the rune to cast a carved rune.

Rune Sight(Ex):
The Rune Blades eyes have been scarred by staring into the source of
strong arcane power of runes for so long. A rune hase been embeded in
the Rune Blades eyes. A Rune Blade gains a +7 to perception when
attempting to locate magical traps. Form a level 1 rune of target
word line. The Rune Blade may use this rune as a standard action
indefinitely. Activating the rune costs 1 token and does not provoke
an attack of opportunity.

Spells Known:

Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
---------------------------------------------------------
1 | 4 2
---------------------------------------------------------
2 | 5 2
---------------------------------------------------------
3 | 5 3
---------------------------------------------------------
4 | 6 3 1
---------------------------------------------------------
5 | 6 4 2
---------------------------------------------------------
6 | 7 4 2 1
---------------------------------------------------------
7 | 7 5 3 2
---------------------------------------------------------
8 | 8 5 3 2 1
---------------------------------------------------------
9 | 8 5 4 3 2
---------------------------------------------------------
10 | 9 5 4 3 2 1
---------------------------------------------------------
11 | 9 5 5 4 3 2
---------------------------------------------------------
12 | 9 5 5 4 3 2 1
---------------------------------------------------------
13 | 9 5 5 4 4 3 2
---------------------------------------------------------
14 | 9 5 5 4 4 3 2 1
---------------------------------------------------------
15 | 9 5 5 4 4 4 3 2
---------------------------------------------------------
16 | 9 5 5 4 4 4 3 2 1
---------------------------------------------------------
17 | 9 5 5 4 4 4 3 3 2
---------------------------------------------------------
18 | 9 5 5 4 4 4 3 3 2 1
---------------------------------------------------------
19 | 9 5 5 4 4 4 3 3 3 2
---------------------------------------------------------
20 | 9 5 5 4 4 4 3 3 3 3
---------------------------------------------------------

how to craft the 3 rune blade

In order to Craft a Rune Blade, it require to use the crafting tool: Sledge Hammer It exist 3 different items, Power Scroll of Blacksmithy , , or , the.

how to craft the 3 rune blade
Written by Goltigis
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