Fighter
Base Class: Fighter

Runeblades follow an ancient magical tradition, known as rune magic, which allows them to imbue powerful magical effects into the weapons they wield. Scholars debate whether this technique was first discovered by the dwarves or the minotaurs, as both races like to boast of their mastery of runes. As a runeblade, you'll learn a variety of different runes which will aid you in combat, as well as a few other magical abilities.

Runic Lore

At 3rd level, you've learned some of the lore passed down to new runeblades. You gain proficiency in the Arcana skill, and your choice of Mason's Tools or Smith's Tools. Additionally, you learn the mending cantrip.

Mason's Tools

You gain proficiency with Mason's Tools.

Smith's Tools

You gain proficiency with Smith's Tools.

Rune Magic

Starting at 3rd level, you learn to unleash special magical effects with some of your attacks. When you gain this feature, you learn two Rune Magic options of your choice.

If one of your Rune Magic options requires a saving throw, the DC for the saving throw equals 8 + your proficiency bonus + your Wisdom modifier.

Once per turn, when you hit with an attack using a melee weapon you're proficient with, you can apply one of your Rune Magic options to that attack. You decide to use the option when the attack hits a creature, unless the option specifies otherwise. You have two uses of this ability, and you regain all expended uses of it whenever you finish a short or long rest.

You gain an additional Rune Magic option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th. Each option also improves when you become an 18th-level fighter.

Rune of Flame

You imbue a rune of flame into your weapon. Your attack deals an extra 2d6 fire damage, and the target ignites. At the start of each of the target's turns, it takes 2d6 fire damage. At the end of each of the target's turns, it makes a Dexterity saving throw. If it succeeds, it stops taking the fire damage.

All fire damage dealt by this rune increases to 4d6 when you reach 18th level in this class.

Rune of Force

You imbue a rune of forceful kinetic energy into your weapon. Your attack deals an extra 2d6 force damage, and the target is pushed 10 feet away from you.

The damage dealt by this rune increases to 4d6 when you reach 18th level in this class.

Rune of Lightning

You imbue a rune of storms into your weapon. Your attack deals an extra 2d6 lightning damage, and up to one creature you can see within 30 feet of the target also takes 2d6 lightning damage.

All lightning damage dealt by this rune increases to 4d6 when you reach 18th level in this class.

Rune of Mending

You imbue a rune of healing into your weapon. Whether your attack hits or misses, up to two of your allies you can see within 30 feet of you each regain 2d6 hit points.

Each ally instead regains 4d6 HP when you reach 18th level in this class.

Rune of Pacifying

You imbue a rune of peace into your weapon. If you hit, the target must make a Wisdom saving throw. On a failed save, the target's speed is reduced to 0, and it is incapacitated, until the end of its next turn.

The target also takes 2d6 psychic damage whether or not it succeeds on the saving throw when you reach 18th level in this class.

Rune of Phasing

You  imbue a rune of etherealness into your weapon. Instead of making an attack roll for your attack, each creature within your reach makes a Dexterity saving throw. Each creature that fails its saving throw takes your weapon's damage + 1d6 extra force damage.

All force damage dealt by this rune increases to 2d6 when you reach 18th level in this class.

Rune of Shadow

You imbue a rune of darkness into your weapon. Your attack deals an extra 2d6 necrotic damage, and the target must make a Constitution saving throw. If it fails, the target is blinded until the end of its next turn.

The necrotic damage dealt by this rune increases to 4d6 when you reach 18th level in this class.

Rune of Thunder

You imbue a rune of thunderous power into your weapon. Your attack deals 1d6 extra thunder damage, then the target and each creature other than you within 5 feet of the target must make a Strength saving throw. Each creature that fails takes 1d6 thunder damage and is knocked prone.

All thunder damage dealt by this rune increases to 2d6 when you reach 18th level in this class.

Runic Weapons

Starting at 7th level, your weapons are constantly imbued with runic power. All attacks you make with melee weapons you're proficient with count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the weapon immediately after the attack hits or misses.

Runes of Accuracy

Starting at 10th level, you can use the magic of your runes to guide your attacks. When you make a melee weapon attack with a weapon you're proficient with, if you miss the attack, you can reroll the attack roll with advantage. You must use the new result.

You can only use this feature once per round.

Ever-Ready Runes

Starting at 15th level, you're always prepared to use rune magic in battle. When you roll initiative and have no uses of Rune Magic remaining, you regain one use.

Rune Magic Improvements

At 18th level, you attain mastery of runes. Each of your Rune Magic options improves as listed in its description.

Runeblade Image

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes