Base Class: Fighter
True Draconic Rune Knights enhance their weapons, armor, and body gaining prowess and using the supernatural power of runes. The ancient practice of giants but founded among dragons is extremely deadly and mystical. You likely learned your methods first or second hand from such a mystical artisan but whether you found the giant runes carved into a hill or cave, learned of the runes from a sage, or met the a dragon in person, you studied the craft and learned how to apply magic runes to empower your equipment.
By: Jahseim Henry (Credits: Yuri, JamesonWieden, and Raccoonlady)
Teachings of The Dragons
When you choose this archetype at 3rd level, you gain proficiency with calligraphers tools, and you learn to speak, read, and write Draconic and Giant.
Runic Inscriptions
Starting at 3rd level, you know Runic, the dead language of magic. You can read and write in this ancient language and use it as a form of sign language as it has no verbal components. This allows you to understand all magical runes and have advantage on Intelligence or Arcana checks with runes.
Starting at 3rd level, you can begin to use magic you’ve learned to enhance your gear with runes. You learn a number of runes equal to 2 + your WIS modifier (minimum of 1), of your choice, from among the runes described below, and each time you gain a level in this class. You can only have one of the same rune inscribed on either your armor, body, and or weapon at once (up to two on different parts ie: one on your body and one or your armor or weapon). You can also inscribe one Rune a day on an allied creature. When you reach certain levels in this class, you can add runes, as shown in the Runes Known table below (each rune is considered as two as you can inscribe one rune twice on two different parts of your person ie: Body, weapon and or armor):
Fighter Level Number of Individual Runes Known
3 2
7 4
10 6
15 8
Armor of Runes
Hidden runes line your armor and protect you, when being attack more than once by a creature, your AC goes up 1+ the amount of runes inscribed on your armor at the time (minimum of 1) (max 3).
Body of Runes
You have learned how to inscribe runes on your body to increase your martial capabilities and become greatly fearsome. At the beginning of the day, you gain temporary hit points for the amount off runes inscribed on your body x2.
Runic Weapon
You have performed a ritual that creates a magical bond between yourself and one weapon. The ritual must be performed over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which, you touch the weapon and forge the bond. You can bind to magical weapons this way, but not artifacts. You can have only one weapon bound in this way and this bound weapon is also inscribed with two runes from the your known list that you can use whenever immediately after the ritual. However, if you bind yourself with another weapon, the runes disappear on the earlier one and reaper on your new weapon. You can inscribe added runes to your weapon at 7th, 10th, and 15th levels
Once you have bonded a weapon to yourself, you cannot be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can also stow it away in a pocket dimension that you put your hand in as it app-orates when you summon it or pull it out of the pocket dimension.
True Rune Magic
The following runes are available to you when you learn a rune. If a rune requires a saving throw, your Rune Magic save DC = 8 + your proficiency bonus + your Wisdom modifier.
Rune of The Cloud Giants
(Body) This rune emulates a gray smoking energy. While inscribed with this rune, you have advantage on Sleight of Hand, Stealth, and Deception checks. Additionally, the wearer has resilience to disease, akin to a cloud giant, and has advantage on CON save to resist diseases.
(Weapon) While wielding a weapon inscribed with this rune you gain 1d4 to your attack rolls, and deal an additional 1d6 of bludgeoning damage with your attack.
(Armor) While wearing armor or carrying a shield inscribed with this rune, non-magical ranged attacks against you have disadvantage and you have resistance from ranged attacks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you cannot do so again until you finish a short or long rest.
Rune of The Dragons
(Body) A runic charm to give one the wisdom of an ancient gold dragon that radiates a bright golden aura. When wearing an object inscribed with this rune, you gain the ability to speak telepathically with any creature you can see, and gain advantage on History checks.
(Weapon) When you wield a weapon inscribed with this rune it takes on the power of a black dragon’s crushing fangs and acid breath, dealing an added 1d4 of piercing and 1d4 of acid damage.
(Armor) When you wear Armor or carry a shield inscribed with this rune, your armor does not hinder you when you attempt all STR checks giving you advantage on them.
In addition, you can invoke this rune as an action to imbue yourself with a breath weapon, this works as a dragonborn of your level, you may choose what sort of breath weapon from the dragonborn ancestry list. Once you use this ability, you cannot use it again until completion of a short or long rest.
Rune of The Eyes of Yester
(Body) Embodying the sneaky and pestilent nature of the fomorians, this rune is best for seeing through your opponents. This rune spills over with a green Smokey liquid like aura and when inscribed with this rune you have advantage on Perception, and Medicine checks
(Weapon) This rune’s magic channels the virulence of fomorians. When wielding a weapon that bears this rune your attacks deal an added 1d6 of necrotic damage. Additionally, if your successfully attack a creature, as a bonus action you can inflict a disease, listed below, upon your enemy upon a failed CON save:
-Blinding Sickness: Pain grips the creature’s mind and its eye’s turn milky white. They have disadvantage on skill checks and saving throws that require sight, and disadvantage on all attack rolls.
-Limb Hardening: The creature’s muscles harden painfully, becoming difficult to move making all terrain it walks on rough terrain. The creature has disadvantage on skill checks and saving throws that require dexterity, and their dexterity bonus to AC is halved.
-Wasting Plague: The creature is immediately stricken by headaches, and severe nausea, and puss filled sores begin to cover their body. The creature takes 2 CON damage, and will take an added 2 CON damage every day until the disease can be removed. This disease can be transferred between humanoid creatures that fail a CON save when touched by an infected creature.
(Armor) This rune was crafted so it is bearer would not befall a similar fate to the fomorians. When you wear armor or carry a shield inscribed with this rune, you have advantage on all saving throws
In addition, you can invoke this rune as an attack action to channel the fomorian’s evil eye. The target must make a charisma saving throw, and takes 2d8 psychic damage, and half as much on a successful save. On a failed save the creature is magically deformed, the creature has its speed halved and has disadvantage on saving throws. This effect lasts for 1 minute.
Rune of The Forge
(Body) This rune's magic channels the masterful craftsmanship of some of the greatest smiths in history and boils with molten lava. While your body is inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. Additionally, you gain a fire affinity for heat, and do not suffer from the effects of heat exposure while traveling.
(Weapon) Weapons bearing this rune deal an additional 1d6 fire damage and cannot be affected by the heat metal spell.
(Armor) This rune’s magic protects against flame. Armor and shields bearing this rune grant the wearer resistance to fire damage, and the armor cannot be affected by the heat metal spell.
In addition, when you hit a creature with an attack using a weapon with the “Rune of The Forge” inscribed on it, you can invoke the rune to summon Fiery Shackles. The target takes an extra 2d6 fire damage, and it must succeed on a STR saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start and each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you cannot do so again until you finish a long rest.
Rune of The Peak
(Body) With this rune inscribed you have the innate senses of a mountain dragon as the rune crumbles constantly with earth magic. When inscribed with this rune you have advantage on checks made to find caverns or caves (survival), PER checks, and you have Darkvision out to a range of 120 feet.
(Weapon) While wielding a weapon inscribed with this rune you gain 10ft of movement speed, and bludgeoning weapons receive +4 on attack and 1d6 damage. Upon a successful hit, as a bonus action you can launch your enemy, they must make a STR save or be thrown 10 ft from your position (any direction).
(Armor) If you are wearing armor or holding a shield bearing this rune, as a bonus action you can emit a foul odor. All within 5ft of you must make a CON save, or receive the poisoned condition. You may use this ability a number of times equal to your proficiency bonus per long rest.
In addition, you can invoke the rune as a bonus action to call for aid from the local wildlife. You can summon a number of beasts equal to half of your fighter level. The beasts that answer your summons are decided by your DM. they will stay and fight for you for 1 minute, will understand broadly defined commands such as “Attack” or “Retreat”, and will flee from combat when bloodied.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a WIS saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dream state. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a long rest.
Rune of The Sage
(Body) While your body is inscribed with this rune of pure swirling purple start magic, you gain advantage on all WIS checks and WIS saving throws aswell as gain resistance to psychic damage.
(Weapon) While you have a weapon inscribed with this rune, once per long rest, you can invoke the rune to cause a 30 foot space within 15 feet of you to liquefy into a shallow puddle of lava that does 4d8 fire damage to creatures who enter its space or are already standing in its space where you summon it. The lava remains for 5 minute before hardening and creature within still after hardening must succeed on a CON saving throw, or become petrified
(Armor) While wearing armor inscribed with this rune you gain and advantage on saving throws against being frightened and charmed.
In addition, once per long rest, you can invoke the rune to allow you to cast the Mass Suggestion spell once, requiring no material components.
Rune of The Stormlord
(Body) This rune crackles with arcs of blue lightning and a stormy frontier. When your body is inscribed with this rune, you have advantage on Arcana and Acrobatics checks.
(Weapon) This rune channels the thunder and lightning like a storm giant or thunder dragon. A weapon inscribed with this rune deals an added 1d6 lightning damage. Additionally, once per turn you can forgo one of your attacks, to summon a bolt of lightning in a free hand, and hurl it 30ft/120ft, making a ranged weapon attack, dealing 2d6 lightning damage + WIS modifier if it hits.
(Armor) This rune grants its user a shield against lightning. Armor and shields bearing this rune give their user resistance to lightning damage.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you are incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you cannot do so again until you finish a short or long rest.
Once per long rest, you can invoke the power of the rune to forgo one of your attacks to direct one of your companions to strike. Choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding your Charisma modifier to the attack’s damage roll.
Rune of The Undying Shadow
(Body) While you body is inscribed with this rune, you have resistance to poison, acid damage, you also have advantage on all DEX checks and saves. In addition, once a week, upon your last death saves you have advantage and if you have a success you regain half of your maximum Hit Points .
(Weapon) Once per long rest, when you hit a creature with an attack using a weapon, you can invoke the rune to cause the target to take an extra 2d10 Necrotic damage. The target must succeed on a STR saving throw or be restrained by tendrils of black mist for 1 minute. While restrained by the tendrils, the target takes 2d6 Necrotic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the mist on a success
(Armor) Once per short rest you can invoke the power of the rune as a bonus action, to summon an aura of sickly mist and biting flies that swirls 5 feet around you, lasting for 2 minutes. Any creature that enters the aura or ends it turn within it takes 2d 8 Poison damage.
Rune of The Valley
(Body) This rune infuses the bearer with the voracity of hill giants and radiates with a light gray and green pulsing aura. While inscribed with this rune, you have advantage on Survival, Nature, and Perception checks that rely on smell.
(Weapon)While wielding a weapon inscribed with this rune, you gain Telepathy at a range of 30 feet.
(Armor) While wearing armor or carrying a shield that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you cannot do so again until you finish a short or long rest.You can choose to invoke the rune to cast either the Gaseous Form, or Control Waterspell once, requiring no material components.
Rune of Winter
(Body) This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants and being like dragons made of pure ice. This rune gives off a chilling frosted ice like presence. While inscribed with this rune, you have advantage on Animal Handling checks and Intimidation checks. Additionally, you gains the frost giant’s affinity for cold, and doesn’t suffer from the effects of the cold while traveling.
(Weapon) Weapons bearing this rune deal an added 1d6 of cold damage.
(Armor) This rune’s magic cause enemies that strike the wearer with an unarmed attack take 1d6 of cold damage.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. While this rune is invoked, you can also strike the ground with a weapon inscribed with “Rune of Winter” causing the ground to freeze over, making it difficult terrain for 1 round and anyone walking on it must make a DEX save, or slip and fall prone. Once you invoke this rune, you can't do so again until you finish a long rest.
Runic Shield
At the 7th Level, you learn to invoke your rune magic to protect your allies. When a friendly creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to re-roll the d20 and use the new roll.
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.
Streamlined Runes
At the 15th level, you have learned to efficiently and effectively inscribe and invoke your runes becoming a master of your own craft and your enhanced understanding of runic magic gives you the following abilities.
Wearing or wielding two items with the same Rune inscribed on them at once adds an extra 2d10 to any damage the runes may inflict as part of their effects
You can also now bestow two of the runes you know on the person of allied creatures, instead of one before combat. You can also replace an inscribed rune on your person in combat with a new one that you know at the cost of a bonus action.
Upon invoking a rune in battle you gain, a burst of Draconic energy granting you advantage on your next attack and you deal an extra 1d10 of damage.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.
Awakening Draconic Connection
At the 10th level, you learn the Summon Draconic Spirit spell, according to your background and up to DM how you obtain the ability to do so. The materials for casting this spell costs invoking six or more runes at once and exhausting them until a long rest is taken (you cannot use the runes invoked in casting “Summon Draconic Spirit” afterwards until a long rest)
Dragonification
Awakening Draconic Connection- Dragon Force
At 18th Level, you learn how to amplify your rune power and transform. At the cost of invoking 8 or more runes you explodes your runic power transforming into a creature with Draconic features. You can still use your runic magic of any rune you didn’t not invoke in order to cast this and while in this form, you gain advantage on the attack roll to hit with spell effects. You can maintain this form for 5 mins before reverting to normal. Upon reverting, you gain one level of exhaustion.
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