Fighter
Base Class: Fighter

A master craftsmen, using magical runes from ancient dwarven culture. 

Bonus Proficiencies

3rd-level Rune Smith feature

You gain proficiency with smith’s tools, and you learn to speak, read, and write Dwarven. If you already had proficiency with smith's tools, you instead gain proficiency in your choice of Artisan's Tools from the following list: Jeweler's Kit, Leatherworking Tools, Tinker's Tools, Woodcarving Tools, Glassblower's Tools, Cobbler's Tools, or Carpenter's Tools.

Rune Carver

3rd-level Rune Smith feature

At 3rd level, you gain the knowledge of how to carve ancient dwarven runes into Armor, Shields, and Weapons. You learn a number of runes equal to your proficiency bonus from the following list, and learn another rune each time your proficiency bonus increases. You can carve 2 runes at 3rd level, and can carve an additional rune at 7th, 10th, and 15th level. You can replace a rune you know with another when you gain a level in this class.

When you finish a long rest, you can carve a rune into an item. When you take a short rest, you can remove a rune from an item. To gain the benefits of a rune, a creature must attune to the item. Each rune can only be on one item at a time, and an item can only hold one rune. If you later gain the ability to have more than one rune on an item, duplicate bonuses do no stack. Instead, use the higher of the two. (For example, Heavy armor with the Density and Slick runes would have +2 to AC, not +3) 

If the rune grants an item charges, the number of charges is always equal to your proficiency bonus when you carved the rune, and the item regains all expended charges when the wielder finishes a long rest.

If the rune has an effect that requires a save, the DC is equal to 8 + your proficiency bonus + your Intelligence modifier. 

For the purposes of these runes, Armor includes all armor types as well as clothing, but a creature cannot wear more than one item that has an Armor rune. If an Armor rune is carved into clothing, consider it as armor with an AC of 10 + Dexterity bonus. All creatures are considered proficient in clothing. Weapon runes can be carved on anything that could be used to make attacks, but a creature must be proficient with the item to attune to it. Shield runes must be carved into items that were designed to be used as a shield in combat.

 

Runes- 

[Density] - This rune can be carved into Armor or Weapons. 

Armor with this rune gains +1 to AC. Increase the weight category of the armor by one step. (Clothing to Light, Light to Medium, Medium to Heavy). Use the new weight category to determine if the armor restricts Dexterity bonus to AC or gives disadvantage to Stealth checks, and whether a creature has the proficiency to wear it. Heavy armor with this rune gains an additional +1 to AC and grants +1 to saving throws, but reduce the wearers movement speed by 10 ft. Dwarves ignore this reduction in speed.

Weapons with this rune gain +1 to attack and +2 to damage. Light weapons lose the Light property. Weapons with no properties gain the Heavy property. Heavy weapons gain an additional +1 to attack. 

[Lightweight] - This rune can be carved on Armor or Weapons.

Armor with this rune gain +1 to AC. Reduce the armors weight category by one step. (Heavy to Medium, Medium to Light, Light to Clothing). Use the new weight category to determine if the armor restricts Dexterity bonus to AC or gives disadvantage on Stealth checks, and whether a creature has the proficiency to wear it. Light armor with this property gains an additional +1 to AC and grants +1 to saving throws.

Weapons with this rune gain +2 to attack and +1 to damage. Heavy weapons lose the heavy property. Weapons with no properties gain the Light property. Light weapons gain an additional +1 to damage. 

[Hardened] - This rune can be carved on Armor or Shields.

Armor with this rune gains +1 to AC and grants resistance to Bludgeoning, Piercing, and Slashing damage. 

Shields with this rune gain +1 to AC, and have charges. When the wielder is hit by an attack, they can use a reaction and expend a charge to take half damage from the triggering attack. 

[Quick] - This rune can be carved on Armor or Weapons.

Armor with this rune gain +1 to AC and increase the wearers movement speed by 10 ft, and has charges. When the wearer rolls a Dexterity saving throw, they can use a reaction and expend a charge to reroll the save, before the outcome is determined, and must use the new roll. 

Weapons with this rune gain +1 to attack and damage. Light weapons with this rune can be used to make off-hand attacks without using a bonus action. (A creature is still limited to a single off-hand attack with each Attack action.)

[Flying] - This rune can be carved on Armor, Shields, or Weapons.

Armor with this rune gains +1 to AC. In addition, the wearer can make running long jumps and high jumps after moving only 5 ft, and their jump distance is doubled. 

Shields with this rune gain +1 to AC, and have charges. The wielder can throw the shield to protect another creature. As an action, the wielder can expend a charge to throw the shield toward a creature they can see within 30 feet, granting them the shields bonus to armor class as it hovers around them. The wielder loses all benefits of the shield until they use a bonus action to command it to return. 

Weapons with this rune gain +1 to attack and damage. In addition, the weapon gains the Thrown property, with it's range dependent on the weight of the weapon. Heavy weapons have a range of 15/30, weapons without weight properties have a range of 30/60, Light weapons have a range of 60/90. Hit or miss, these weapons return to the wielder at the start of their next turn. Thrown weapons with this rune double their range, and return to the wielder after each attack. 

[Shining] - This rune can be carved on Armor or Weapons.

Armor with this rune gains +1 to AC, grants resistance to radiant damage, and has charges. The armor sheds bright light out to 10 feet, and dim light another 10 feet. The wielder can use a bonus action to turn the light off or on. As a reaction, when the wearer is the target of an attack, they can expend a charge to force each creature of their choice within 20 feet to make a Dexterity save or take 2d8 radiant damage, and be Blinded until the end of their next turn. Creatures that succeed on their save take half damage and aren't blinded.

Weapons with this rune gain +1 to attack and damage, and have charges. The weapon sheds bright light out to 15 feet, which can be dismissed as a bonus action. When the wielder hits with an attack, they can expend a charge as a reaction to cause the light to flare. Each creature of the wielders choice within 10 feet of the target of the attack must make a Dexterity save or take 2d8 radiant damage, and be Blinded until the end of their next turn. Creatures that succeed on their save take half damage and aren't blinded.

[Bursting] - This rune can be carved on Armor or Weapons.

Armor with this rune gains +1 to AC, and grants resistance to lightning and thunder damage, and has charges. As a reaction, when the wearer is hit by an attack, they can expend a charge to force each creature within 15 feet to make a Constitution save or take 3d8 thunder damage, and be pushed 15 feet away. Creatures that succeed on their save take half damage instead, and aren't pushed. 

Weapons with this rune gain +1 to attack, deal an additional 1d6 lighting damage, and have charges. As an action, the wielder can expend a charge to shoot a bolt of lightning at a creature within 30 feet that they can see. The target and each creature within 5 feet of it must make a Dexterity save or take 3d8 lightning damage. Creatures that succeed on their save take half damage. If this item has no charges remaining, it deals no additional lightning damage. 

[Flaming] - This rune can be carved on Armor or Weapons.

Armor with this rune gains +1 to AC, grants resistance to fire damage. In addition, when the wearer is hit with a melee attack, the attacker takes an amount of fire damage equal to your proficiency bonus.

Weapons with this rune gain +1 to attack, deal an additional 1d6 fire damage, and have charges. As a bonus action, the wielder can expend a charge to make a ranged attack against a target within 60 feet, or within the range of the weapon, whichever is greater, using the weapons normal attack bonus. If the attack hits, it deals 1d8 + your proficiency bonus fire damage, and ignites flammable objects. If this item has no charges remaining, it deals no additional fire damage.

[Chill] - This rune can be carved on Armor or Weapons.

Armor with this rune gains +1 to AC and resistance to cold damage. In addition, when the wearer is hit with a melee attack, the attacker takes an amount of cold damage equal to your proficiency bonus. 

Weapons with this rune gain +1 to attack, deal an additional 1d6 cold damage, and have charges. As an action, the wielder can expend a charge to sling ice shards at creatures within a 15-foot cone. Each creature must make a Dexterity save or take 2d8 cold damage and have their speed reduced by 10 feet until the start of your next turn. Creatures that succeed on their save take half damage and don't have their speed reduced. If this item has no charges remaining, it deals no additional cold damage.

[Slick] - This rune can be carved on Armor.

Armor with this rune gains +1 to AC, and grants the wearer advantage on Strength (Athletics) or Dexterity (Acrobatics) checks made to resist or escape a Grapple. In addition, the wearer gains a swim speed equal to their movement speed.

[Shadowed] - This rune can be carved on Armor.

Armor with this rune gains +1 to AC, and grants the wearer advantage on Dexterity (Stealth) checks, and they can make Stealth checks even when only lightly obscured from, or being observed by, the creature they're hiding from. 

[Catching] - This rune can be carved on Armor, Shields, or Weapons.

Armor with this rune gains +1 to AC, and grants a bonus equal to your Intelligence modifier on Strength (Athletics) checks made to Grapple. In addition, when the wearer is hit with a melee weapon attack, they can use a reaction to force the attacker to make an Athletics check against your Rune Carver DC or have their weapon caught. If the weapon is caught, it can't be used to make attacks until the start of the wearers next turn. The wearer also gains a climb speed equal to their movement speed.

Shields with this rune gain +1 to AC and grant the wielder three-quarters cover against ranged attacks. 

Weapons with this rune gain +1 to attack and damage. When the wielder hits with a melee attack using this weapon, they can use a bonus action to initiate a Grapple with a bonus equal to your Intelligence modifier. If the grapple succeeds, the target takes damage equal to the weapons damage at the end of each of it's turns, and the weapon can't be used to make attacks until the grapple is broken.

[Caustic] - This rune can be carved on Armor or Weapons.

Armor with this rune gains +1 to AC and grant resistance to acid and poison damage. In addition, when the wearer is hit with an attack, they can use a reaction to cause the attacker to take 1d6 poison damage. 

Weapons with this rune gain +1 to attack, deal an additional 1d8 poison damage, and have charges. As an action, the wielder can expend a charge to summon a cloud of caustic gas at a point they can see within 30 feet. The cloud has a radius of 10 feet, and lasts a number of rounds equal to your Intelligence modifier. When a creature moves into the area for the first time on a turn or starts its turn there, it must make a Constitution save or take 3d8 poison damage and become Poisoned. If it succeeds on the save, it takes half damage and isn't poisoned. Only one such cloud from this weapon can exist at a time. 

Dwarven Crafting

3rd-level Rune Smith feature 

Crafting items using runes becomes easier. Starting at 3rd level, it takes half the time and cost in gold and materials for you to create any Weapons, Armor, or Shields. 

In addition, when you craft any of those items, you can choose to imbue them with a rune of your choice during creation. The object gains the effect of a rune you know from the Rune Carver feature. This rune does not count against the limit of runes you can carve at a time, nor against the limit of runes an item can hold. An item can still only have one rune of each type on it. 

You can only have one item imbued with a rune at a time at 3rd level. If you create another item imbued with a rune, the first loses it's potency. At 15th level, you can imbue one additional item with a rune.

 

Quick Carve

7th-level Rune Smith feature 

Carving runes comes more naturally, and gets easier on items you've already carved. When you take a short rest and remove a rune from an item, you can choose to carve a different rune that you know into that item as part of the same short rest. As always, you must have the tools necessary on hand. The wearer or wielder does not lose attunement to the item when the rune is removed or replaced. 

In addition, you can replace any number of runes you know with another rune from the Rune Carver list. 

 

Runic Focus

10th-level Rune Smith feature

You've learned how to use new runes in new ways. 

During a long rest, you can choose to carve a rune from the list below into an object. You are still limited to a number of runes carved based on your level in this class, and an item can now hold up to 2 runes. In addition, your Dwarven Crafting feature now extends to these types of items and runes, reducing the time and cost to craft them by half, and allowing you to imbue these items with runes.

 

[Balance] - This rune can be carved into anything that could be used as a druidic focus. This rune requires attunement by a Druid or Ranger.

The user gains a +2 bonus to spell attacks and spell save DCs for Druid or Ranger spells they cast. In addition, the rune replaces the need for material components in Druid and Ranger spells that cost 150 gp x your Intelligence modifier or less.

[Faith] - This rune can be carved into anything that could be used as a holy symbol. This rune requires attunement by a Cleric or Paladin.

The user gains +2 to spell save DCs for Cleric or Paladin spells they cast. Once per turn, when the user restores hit points to another creature or removes a negative condition with a Cleric or Paladin spell, the creature and the user also regain 2d8 + your Intelligence modifier hit points.

[Study] - This rune can be carved into anything that could be used as a spellbook. This rune requires attunement by a Wizard.

The user gains +2 to their spell attacks and spell save DCs for Wizard spells they cast. When the user copies a spell into this book, the rune reduces the time by half, and the gold cost by two-thirds, rounded up. In addition, the wizard can use the rune to create scrolls. Once, after preparing their spells, the user can produce a scroll of a spell that is in this spellbook that they didn't prepare, without spending the time or gold. They regain the use of this ability after a number of days equal to 12 - your proficiency - your Intelligence modifier. Only one such scroll can exist at a time. 

[Mysticism] - This rune can be carved into anything that could be used as an arcane focus. This rune requires attunement by a Sorcerer or Warlock

The user gains +2 to their spell attacks and spell save DCs for Sorcerer or Warlock spells they cast. In addition, the rune provides extra arcane power. Once, the user can spend an action to regain a single spell slot. They regain the use of this ability when they finish a long rest.

 [Majesty] - This rune can be carved into any musical instrument. This rune requires attunement by a Bard.

The user gains +2 to their spell save DCs for Bard spells they cast. In addition, the rune amplifies their music. The user gains advantage on Charisma (Performance) checks they make with this instrument. The music can be heard by anyone the user wishes, up to 500 feet away, as if they were standing next to them, though the instrument itself does not sound any louder. This allows Deafened creatures to hear and be affected by it, but the sound is still blocked by Silence.

[Brutality] - This rune can be carved into a Weapon or the skin. This rune requires attunement by a Barbarian.

The bearer of this rune gains one additional use of Rage. In addition, when the bearer expends their last use of Rage, they gain +2 to their AC as long as they aren't wearing armor, and their hit point maximum and current hit points increase by an amount equal to twice your Intelligence modifier for the duration of the Rage. If they have unlimited Rages, they instead gain this bonus on every rage, and the amount of hit points they gain from this feature is doubled. 

[Discipline] - This rune can be carved into a monk weapon or the skin. This rune requires attunement by a Monk.

The bearer of this rune gains additional Ki points equal to your Intelligence modifier. In addition, when the bearer has no Ki points, their movement speed increases by 15 feet, and they can spend a bonus action on each of their turns to take the Dodge or Disengage actions, or to make a single unarmed attack. 

[Prowess] - This rune can be carved into Armor, Shields, or Weapons. This rune requires attunement by a Fighter.

Armor with this rune gains +2 to AC, In addition, the wearer gains an additional use of their Second Wind feature, and when they use that feature, the die is always treated as having rolled maximum. 

Shields with this rune gain +2 to AC. In addition, the wielder gains an additional use of their Indomitable feature, and when they expend the last use of that feature, they roll the new save with advantage. 

Weapons with this rune gain +2 to attack and damage. In addition, when the wielder uses an Action Surge to take the Attack action, they can make one additional attack with this weapon.

[Subtlety] - This rune can be carved into Thieves' Tools or a weapon that can be used to make a Sneak Attack. This rune requires attunement by a Rogue.

A weapon with this rune gains +2 to attack and damage. In addition, the wielder can use the bonus action granted by the Cunning Action feature to make an attack with this weapon. This attack gains advantage if they haven't made a Sneak Attack this turn. 

Thieves' Tools with this rune grant the user a bonus equal to your Intelligence modifier on Dexterity or Intelligence checks made to use the tools. In addition, the user can use a bonus action to dismiss the Thieves' Tools into a tiny demi-plane, or summon the Thieves' Tools from anywhere.

 

 

Expert Carver

15th-level Rune Smith feature

Starting at 15th level, bonuses to attack and damage rolls, AC, or saving throws from your runes increase by 1. In addition, the damage dice for your rune effects increase by one size. d6s become d8s, and d8s become d10s. If a rune has charges, the number of charges increases by an amount equal to half your Intelligence modifier, rounded down. 

Master Rune Smith

18th-level Rune Smith feature

At 18th level, you've mastered the art of carving runes.

Items can now hold up to 3 runes at a time, and you can have up to 2 runes of the same type from the Rune Carver feature carved into objects. You can also have up to your Intelligence modifier in objects imbued with runes using your Dwarven Crafting feature. 

If an item holds more than one of the same rune, it's effects are modified in the following ways:

[Density] -  Armor with this rune no longer reduces movement speed, and the wearer can't be moved against their will. Weapons with this rune deal an additional 1d6 damage of the weapons type. 

[Lightweight] - Reduce the weight category of armor with this rune by one additional step. Weapons with this rune without the Heavy property gain the Finesse property. 

[Hardened] - Armor with this rune also turns critical hits into normal hits. Shields with this rune no longer have charges.

[Quick] - Armor with this rune also grants +1 to saves, and advantage on Dexterity saving throws. Weapons with this rune can be used to make two off-hand attacks with each Attack action. 

[Flying] - Armor with this rune gains charges. The wearer can expend a charge to gain a fly speed of 60 ft for 1 minute. Shields with this rune no longer have charges, and grant the target three-quarters cover, and the wearer retains the shields magic bonus to their AC. Weapons with this rune double their range and return after each attack. Thrown weapons gain charges. The wielder can expend a charge when they make an attack to cause the weapon to ricochet. The attack targets an additional creature within range, rolling separately for each, before returning.

[Shining] - Armor with this rune also grants resistance to necrotic damage, and the light range is tripled. Weapons with this rune no longer have charges, and the light range is doubled. Undead and fiends that roll a save against either version of this rune do so at disadvantage. 

[Bursting] - Armor with this rune no longer requires a reaction to activate, but can only be used once per turn. Weapons with this rune now target each creature of the wielders choice within range when expending a charge. Each target must be within 10 ft of another. 

[Flaming] - Armor with this rune grants immunity to fire damage, and deals 1d6 + your Intelligence modifier fire damage instead. Weapons with this rune shed bright light out to 10 feet, and dim light an additional 10 feet, and has unlimited charges. 

[Chill] - Armor with this rune grants immunity to cold damage, and deals 1d6 + your Intelligence modifier cold damage instead. Weapons with this rune extinguish non-magical flames within 20 feet, and the cone is 30 feet. A creature that fails it's Dexterity save has its speed reduced by half.

[Slick] - Armor with this rune now grants immunity to being Grappled or Restrained. In addition, the wearers swim speed is now double their walking speed, and allows them to breathe underwater.

[Shadowed] - Armor with this rune now has charges. The wearer can expend a charge as an action to become invisible for 1 minute, or until they make an attack or cast a spell. The wearer also gains a bonus to their Dexterity (Stealth) checks equal to your Intelligence modifier.

[Catching] - Armor with this rune no longer requires a reaction to catch a weapon. Shields with this rune cause ranged attacks against the wielder to have disadvantage. Weapons with this rune deal damage to a creature grappled by it as if they were hit with an attack at the start of each of their turns. 

[Caustic] - Armor with this rune grant immunity to acid and poison damage, immunity to the poisoned condition, and deals 1d6 + your Intelligence modifier acid damage instead. Weapons with this rune no longer have charges, and the cloud radius is 20 feet. The additional damage from the weapon and the cloud damage are now acid.

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