Base Class: Fighter
Unsatisfied with the common use of arcane magic you've looked to, a far simpler and older form of spell, the Runes. These are the written language of the weave and require only the symbols and intent. Those who blend this rudimentary form of spell casting and martial combat are often referred to as rune knights.
Runecasting
When you reach 3rd level, you augment your martial prowess with the ability to cast runic spells. That are fueled by Runic points.
Casting Rune Spells
Some Runes allow you to cast spells. See the Spellcasting section for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. You must always have a free hand to cast runes.
Runic Points
You have four Runic Points. You regain all of your expended Runic points when you finish a short or long rest.
You gain two Runic points at 10th level to a maximum of six.
Runes
You learn two Runes of your choice, which are detailed under “Runes” below.
You learn one additional Runes of your choice at 7th level.
Blaze
You can spend 1 runic point to hurl a mote of fire at a creature or object within 120ft range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this runic spell ignites if it isn't being worn or carried. If you have more than 1 attack per attack action you may replace one of them with this rune casting. At 5th level it increases to 2d10 and at 15th level it increases to 2d12 fire damage.
Clod
You can spend 1 runic point to cause the earth to trap one creature that you can see within 60ft range. The target must make a Strength saving throw. On a failed save, the target is restrained. At the beginning of each of its turns a restrained creature may repeat the saving throw to free themselves. If you have more than 1 attack per attack action you may replace one of them with this rune casting. At 5th level it also deal 1d6 bludgeoning damage on a failed save and at 15th level the bludgeoning damage increases to 1d8.
Fulmination
You can spend 1 runic point to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. If you have more than 1 attack per attack action you may replace one of them with this rune casting. At 5th level it increases to 2d8 and at 15th level it increases to 2d10 lightning damage.
Rime
You can spend 1 runic point to cause numbing frost to form on one creature that you can see within 60ft range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. If you have more than 1 attack per attack action you may replace one of them with this rune casting. At 5th level it increases to 2d6 and at 15th level it increases to 2d8 cold damage.
Shelter
You can spend 1 runic point to cast shield.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual 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.
Once you have bonded a weapon to yourself, you can’t 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 have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Advanced Runes
Beginning at 7th level, you learn how to increase the intensity of the runes you've learned. You can use your action to consume two runic points to cast an advanced rune.
Blaze x2
You may spend 2 runic points to cast an intensified Blaze to enhance its effects. When cast this way, a line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.
Clod x2
You may spend 2 runic points to cast an intensified Clod to enhance its effects. When cast this way, you stomp the ground and a line of churned earth 30 feet long and 5 feet wide appears in a direction you choose and erupts at the end. Each creature in the line must make a Dexterity saving throw or fall prone. Creatures within 5 feet of the end of the line must make a Dexterity saving throw and take 2d6 bludgeoning damage on a failed save, or half as much on a successful one.
Fulmination x2
You may spend 2 runic points to cast an intensified Fulmination to enhance its effects. when cast this way you create a bolt of lightning that arcs toward a creature that you can see within range. The creature must make a Dexterity saving throw. The creature takes 2d8 lightning damage on a failed save, or half as much on a successful one.
Then lightning arcs from the target to up to 2 additional creatures within 20 feet. Those creatures must make Dexterity saving throws. Each target takes 1d8 lightning damage on a failed save, or half as much on a successful one.
Rime x2
You may spend 2 runic points to cast an intensified Rime to enhance its effects. When cast this way you create three floating ice spikes and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each spike. On a hit, the target takes 1d6 piercing and 1d6 cold damage.
Shelter x2
You can spend 2 Runic Points to cast absorb elements at second level.
Rune Fusion
At 10th level, you learn how to combine the Runes you've learned for different effects. You can use your action to consume three runic points to cast Fused Runes. You must have access to both runes to perform their combinations.
Shelter-Blaze
You can spend 3 runic points to fuse the shelter and blaze runes to create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Shelter-Clod
You can spend 3 runic points to fuse the shelter and rime runes to create a nonmagical wall of solid stone at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion.
Shelter-Fulmination
You can spend 3 runic points to fuse the shelter and fulmination runes to create a crackling wall of lightning at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick, creatures and objects can pass through it. It emits bright light out to 30 feet and dim light for an additional 30 feet.
When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 2d8 lightning damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature that ends its turn in the wall’s area takes 2d8 lightning damage.
Until the spell ends, you can use an action to launch a lightning bolt from the wall at one creature you can see within 30 feet of it. Make a ranged spell attack. On a hit, the target takes 2d8 thunder damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.
Shelter-Rime
You can spend 3 runic points to fuse the shelter and rime runes to create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 4d6 cold damage, or half as much damage on a successful save.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one.
Rune Blade
At 15th level, you gain the ability to spend 3 runic points to augment your weapon with the damage type associated with a rune. You inscribe a weapon with one of the runes you know. For the next hour, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. Clod - Force, Blaze - Fire, Fulmination - Lightning, Rime - Cold.
Unfaltering Composure
Starting at 18th level, when you roll initiative and have no Runic points remaining, you can choose to regain two Runic Points. Once you use this feature you can'y use it again until you finish a long rest.
Comments