Fighter
Base Class: Fighter

The traditions of ancient magic has been passed from mentor to pupil for generation but not all those who employ runic magic choose to spend heir days as mystic sand arcane sets. Some choose to pair their talent for ancient magic with martial prowess.

 

Runes

Runes are powerful symbols of an ancient people, they can be used to a variety of an effect. In order to use a rune you must've found or created it and carry it on your person. Runes are usually a gem, stone, or other special material with runic carvings on it. A rune is empowered by one of the primal elements and allows those trained in their use to unleash a effects known as Rune Powers.These effects are broken into two categories: 

Simple Power. These are usable by any character who attunes to the rune as with any magical item. Those with the Rune Magic feature do not need to attune to a rune to use these powers. These take one long rests worth of time to craft.

Complex Power. These powers can only be used by those with the Rune Magic feature. These take two long rests worth of time to craft.

 

Finding and Creating Runes

A rune can be found amongst treasure these are typically Master Runes, these carefully scribed ancient objects are exceptionally rare. Characters with the Runic Magic feature, can create runes as a part of a long rest. Each Rune can only be aligned with with one of the four primordial elements, Air, Earth, Ice, and Fire. Only with Runic Magic can attune to runes they create.

Note: others can still attune to magic items with runes, just not the runes themselves (Excluding Complex Runes).

 

Primordial Alignment

Those with the Rune Magic feature can align themselves with one of the four primordial alignments, allowing them access to rune powers and the ability to create runes of that type. Once they have chosen a primordial alignment, it can never be changed.

 

Master Runes

These are ancient runes that were forged by the first rune smiths of an ancient people. Their power is as raw and primal as the energies they harness, granting them even greater strength. Master Runes require attunement to be used, but grant a bonus to attack and damage rolls made using rune power of their elemental alignment.

 

Runes

Presented are the four primordial elemental runes and their powers. Only those with the Rune Magic Feature can use the empower effects of a rune.

Rune of Zharr
The rune of fire, this rune creates shimmers in the air as if giving off waves of heat. Those who touch a Rune of Zharr will feel an instant of searing pain, which fades quickly to be replaced by a soft warmth.


Ignite (Simple). As an action, you can make a melee spell attack to scribe the Rune of Zharr on a flammable object, structure, or creature. On a hit the target is lit aflame. The target suffers fire damage equal to your casting modifier (or 1 if you do not have the Rune Magic feature) when it is hit and at the start of each of your turns so long as it burns. This flame can be extinguished as an action by a creature within 5 feet, if it is submerged in liquid, or if the creature goes prone. Empower: You can expend a spell slot when you hit to cause this feature to deal an additional 1dl0 fire damage per level of the spell slot expended.

Fire Tamer (Simple). As an action, you touch an open flame and scribe the Rune of Zharr with a hand motion. This causes up to a 10 foot area of flame to extinguish. Empower: You can expend a spell slot to expand the area you extinguish by 20 feet per level of the spell slot expended.


Fire's Friend (Simple). When you would be dealt cold damage, you can use your reaction to gain resistance against that source of cold damage.


Flame Brand (Complex). Over the course of a short rest, you inscribe this rune onto a melee
or ranged weapon or up to 20 pieces of ammunition. The weapon or ammunition
gains an aura of flame and deals fire damage instead of bludgeoning, piercing, or slashing.
This effect lasts until you complete a long rest, or until you use this power again. - Empower: You can expend a spell slot while using this power to grant the weapon or ammunition a bonus to damage rolls equal to half (rounded up) of the level of the spell slot expended.

Flame Stoker (Complex). Whenever you deal fire damage, you can re-roll that damage roll once. If you do so, you must use the second result. - Empower: When you deal fire damage, you can expend a spell slot to deal an additional 1d6 fire damage for each level of the spell slot expended.

 

Rune of Duraz

Rune of stone and earth. When grasped, this rune feels immeasurably heavy for an instant.


Earthen Skin (Simple). When you would be dealt acid damage, you can use your reaction to gain resistance against that source of acid damage.


Indomitable Stand (Simple). As an action, you can scribe this rune at your feet. Until you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. Empower: You can expend a spell slot while scribing this rune to cause any creature that moves within 10 feet of you for the duration to make a Strength saving throw against your spell save DC. On a failed save, the creature's movement immediately ends.

Stone's Secrets (Simple). As an action, you scribe this rune into an earthen wall or floor. You learn the location of all creatures touching that surface within 30 feet of you. Empower: You can expend a spell slot when you use this power to expand the range by 20 feet for each level of the spell slot expended. 

Crushing Brand (Complex). Over the course of a short rest, you inscribe this rune onto a weapon or up to 20 pieces of ammunition that deal bludgeoning damage. The weapon or ammunition gains an brownish aura. Damage dealt by the weapon or ammunition ignores resistance to bludgeoning damage. This effect lasts until you complete a long rest, or until you use this power again. Empower: You can expend a spell slot while using this power to grant the weapon or ammunition a bonus to damage rolls equal to half (rounded up) of the level of the spell slot expended.

Earthen Step (Complex). You can cast the meld into stone spell as a bonus action. Once you do so you cannot use this feature again until you complete a long rest. Empower: You can cast meld into stone as an action by expending a spell slot of 3rd level or
higher.


Overwhelming Bolt (Complex). As an action, you can make a melee spell attack to scribe the Rune of Duraz onto a object, creature, or structure. On a hit, the creature is dealt bludgeoning damage equal to your casting modifier. Objects and structures are dealt twice as much damage by this power. A creature hit must make a Strength saving throw against your spell save DC, being knocked prone on a failed save. - Empower: You can expend a spell slot when you hit to cause this power to deal an additional 1d8 bludgeoning damage per level of the spell slot expended.


Stone Soul (Complex). You are immune to being petrified. - Empower: You can touch a creature as an action and expend a spell slot to grant that creature advantage on saving throws against being petrified for 1 minute.

 

Rune of Ziflin
The wind and air rune. This rune is exceptionally light, no matter the material it is inscribed into. When grasped, an ethereal wind blasts at you, threatening to blow you over, then the sensation passes a moment later.

 

Comforting Wind (Simple). You cannot suffocate or drown and have advantage on saving throws against gas or inhaled effects. Empower: You can expend a spell slot and touch a creature as an action, that creature cannot suffocate or drown for 1 minute.

 

Wind Step (Simple). As an action, you can scribe the vind rune in the air and immediately fly 20 feet. If you do not land at the end of this flight, you fall. Empower: You can expend a spell slot as a reaction to cast feather fall. You do not require material components when casting this spell.

 

Storm's Embrace (Simple). When inscribed on a piece of armour you gain resistance against that source of electricity or thunder damage.

 

Howling Brand (Complex).Over the course of a short rest, you can inscribe this rune onto a ranged weapon. The weapon gains a blue aura and has its normal and maximum ranges doubled. You do not suffer disadvantage on attacks due to range when using this weapon. These effects last until you complete a long rest or use this power again. Empower: You can expend a spell slot while using this power to cause the weapon to deal additional lightning damage equal to half (rounded up) of the level of the spell slot expended.


Shrieking Bolt (Complex). As an action, you inscribe this rune in the air between you and a creature you can see. The creature must make a Strength saving throw against your spell save
DC. On a failed save the creature is dealt bludgeoning damage equal to your spell casting ability modifier and pushed 10 feet directly away from you. On a successful save, the creature is dealt half as much damage an is not pushed. Empower: You can expend a spell slot when you use this power to increase its damage by ld4 and increase the distance pushed by 5 feet for each level of the spell slot expended.

Wind Walker (Complex). You can cast levitate as a bonus action on your turn. Once you do so, you must complete a long rest before you can do it again. Empower: You can cast levitate as an action on your turn by expending a spell slot of 2nd level or higher.

 

 Rune of Wyr

The ice rune. Often carved into ice that never melts. This rune is freezing to the touch. 


Frigid Touch (Simple). As an action, you scribe this rune onto the surface of any volume of water. A 10 foot area of the water is frozen. Empower: You can expend a spell slot when you use this power to expand the area you freeze by 20 feet per level of the spell slot expended.


Frost Friend (Simple). When inscribed onto a piece of armour you gain resistance against fire damage.


Icy Mantle (Simple). As an action, you scribe this rune on yourself or another creature within 5 feet. A protective mantle of ice forms on the creature with no ill effect. The next time the creature takes bludgeoning, piercing, or slashing damage, that damage is halved and the mantle is destroyed. - Empower: You can expend a spell slot when
using this power. If you do so, the damage is reduced to zero instead of halved.


Freezing Bolt (Complex). As an action, you make a ranged spell attack against a creature you can see within 120 feet. On a hit the creature is dealt cold damage equal to your spell casting ability modifier and its speed is reduced to 0 until the start of your next turn. Empower: You can expend a spell slot when you use this power to increase its damage by 1d8 cold damage per level of the spell slot expended.


Ice Brand (Complex). Over the course of a short rest, you can inscribe this rune onto a weapon or up to 20 pieces of ammunition. The weapon or ammunition gains a rime aura and deals cold damage instead of bludgeoning, piercing, or slashing. This effect lasts until you complete a long rest or use this power again. - Empower: You can expend a spell slot while
using this power to grant the weapon or ammunition a bonus to damage rolls equal to half (rounded up) of the level of the spell slot expended.


Winter's Howl (Complex). You can cast sleet storm as an action on your turn. Once you do so, you cannot do it again until you complete a long rest. - Empower: You can cast sleet storm as an action on your turn by expending a spell slot of 3rd level or higher.

Runic artisan

At 3rd level, you gain proficiency in the arcana skill and with your choice of mason’s tools, smith’s tools, or woodcarver’s tools.

Additionally you know the basics of scribing Runes and can activate all features of master Runes to which you are attuned.

Runic Magic

Starting at 3rd level, you gain a number of spell slots as specified on the Rune Warrior table. You do not gain spells known as other spell casters would but instead may expend spell slots to activate Runes to which you are attuned. Rune Warriors are considered a one-quarter caster for the purpose of multi-classing.

You spell casting ability is Wisdom. You spell saving throw  DC is 8 + proficiency bonus + Wisdom modifier.

You may choose one master rune to be attuned to (even if you do not own it) when you select this martial archetype at 3rd level. You select another when you reach 10th level.

 

 

Ancient Arcana

At 7th level, you have learned much of the ancient ways and can employ runic lore to give you power over those who employ the arcane arts. You can know the counter spell, detect magic, glyph of warding and ,avid weapons spells and can cast them with your spell slots from Rune Magic. You must still have the proper level of spell slot and all material components with a listed cost in order to cast the spells.

Rune Ward

Starting at 10th level, when you use your indomitable feature the creature or object that caused you to take the saving throw suffers force damage equal to your Fighter level.

Esoteric Recovery

Starting at 15th level, when you use your second wind feature you regain a spell slot of the lowest level among spell slots you have expended.

Elemental Attunement

At 18th level, you gain resistance to damage of a specific type for each primordial element to which you are attuned. acid(Duraz), cold(Wyr), fire(Zharr), & lightning(Ziflin).

Comments

Posts Quoted:
Reply
Clear All Quotes