Base Class: Fighter
Like your Rune Knight siblings, you enlist the aid of enchanted symbols. However, even though you can only place these runes on your weapons, these weapons can hold as many runes as you see fit. Smiths that continue their training even find themselves becoming one with their weapons, being able to attack things that are farther away.
Bonus Proficiencies
When you adopt this martial archetype at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Rune Weaver
When you adopt this martial archetype at 3rd level, you learn to enhance your weapons with magical sigils and runes. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
Whenever you finish a long rest, you can touch a melee weapon and infuse it with runic magic, and inscribe a number runes onto the blade equal to the number of runes you know each of which must be a different rune.
|
Fighter Level |
Runes Known |
|
3rd |
2 |
|
7th |
3 |
|
10th |
4 |
|
15th |
5 |
The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
Rune of Ambush
While you are carrying or holding the weapon, you have advantage on Dexterity (Stealth) and Charisma (Deception) checks.
In addition, when you roll initiative, you can roll 1d10 and add the number rolled to the total. You can choose to do so after you roll the die for the ability check, but before the first turn starts. Once you invoke the rune, you can't do so again until you finish a short or long rest.
Rune of Black Steel
While you are carrying or holding the weapon, Bludgeoning, Piercing, and Slashing damage that you take from nonmagical attacks is reduced by an amount equal to your proficiency bonus.
In addition, you can invoke the rune as a bonus action, doubling the effectiveness of the rune's damage reduction for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Rune of Creation
While you carrying or holding the weapon, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon an arcane blast. The target and each creature of your choice within 10 feet of it takes 4d4 force damage. Once you invoke the rune, you can't do so again until you finish a short or long rest.
Rune of Eternal War
While you are carrying or holding the weapon, you have advantage on Strength (Athletics) and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short or long rest.
Rune of Protection
While you are carrying or holding the weapon, you gain a +1 bonus to your AC and saving throws.
In addition, when you are subjected to an effect that allows you to make a saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, and only half damage if you fail. Once you invoke the rune, you can't do so again until you finish a short or long rest.
Rune of Purity
While you are carrying or holding the weapon, you can choose to ignore any properties it has unless the properties is magical by nature.
In addition, when a creature you can see start its turn within 30 feet of you, you can use your reaction to end a spell effecting the creature. If the target is unwilling, the creature must make a Wisdom saving to resist the effects. Once you invoke the rune, you can't do so again until you finish a short or long rest.
Rune of Unshakable Will
While you are carrying or holding the weapon, you can't be charmed or frightened.
In addition, you can invoke the rune as a bonus action to gain advantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Noxian Might
Starting at 7th level, you've learned how to make the blade an extension of yourself by imbuing it with a portion of your power. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- Your reach with your weapon increases by 10 feet.
- You have advantage on Dexterity checks and Dexterity saving throws.
- You gain 5 temporary hit points at the start of your turn. (If you already have temporary hit points, you do not gain any.)
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Runic Blade
Starting at 10th level, you learn to invoke your rune magic to cut through enemies. If you miss with an attack roll, you can roll it again. You can decide which roll to use.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Great Bulwark
Starting at 15th level, the magic of the weapon's runes grants you greater protection. The temporary hit points gained from Noxian Might increases to 10.
Wings of Noxus
At 18th level, you learn how to enchant every swing of your weapon with a piece of your soul. When you use Noxian Might, the additional reach granted by it increases by 15 feet.
Previous Versions
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