Fighter
Base Class: Fighter

what simply may have started as a simple interest in magic and magic items, has now developed into a useful skill for the fighter to use in practical situations when adventuring. the runic knight learns to manipulate the weave around them and allow it to flow through inanimate objects that may or may not be magical already, and give them additional effects. these fighters may not be the most skilled in direct combat as other fighters are but make up for this short coming with their resourcefulness and their abilities to utilize their surroundings to their advantage.  

indulging their curiosity of magical wonders in this world, is the runic knights past time. experimentation with their skills and reading up on magic and its lore are some of their favorite things to do in their free time.

Runes

the runic knight imbues objects by inscribing the object with a magic symbol a temporary gateway for the weave to flow through. starting at third level you learn basic runes to improve items. you learn additional runes and can use more per day as you level up described below. some runes are generally used for armor and weapon improvement but they can have other practical uses. you do need an arcane focus to write your runes into objects or alternatively you may carve the symbol and imbue it with mana. 

note you do simple learn runes, once you have access to runes you must spend 6 hours and 50 gold studying and understanding the fundamentals of the rune and copying what you have learnt down per rune. 

it costs an action to imbue a rune into an object and you will need to expend additional actions to imbue multiple runes. you regain runic slots after a short rest, but do not regain slots from runes that are still active.

1st tier runes (3rd level)

3rd level - you may gain 2 runic slots but can not use the same rune twice on the one object, these effects dispel after a long rest if you have not dispelled them earlier

alarm - you can inscribe a small area with the mark of alarm, whenever a creature or construct moves past this point , you will hear a ring in your mind alerting you of this fact

levitate - you can inscribe an object with the mark of levitate, the object can be no bigger then 10ft in diameter. an effected object hovers 5ft off the ground and can be moved easily.

light - you imbue a small object that you can carry with the symbol of light, the light emitted from the object sheds 30ft of bright light and 30ft after that of dim light. 

sturdy - you increase the durability of an item with the symbol of sturdy, the item grains +1 to your AC when worn, this durability increases to +2 at level 6 and +3 at level 12. magic items that grant bonuses to your AC in this manor can not be effected by this rune.

strengthen - you increase the effectiveness of an item as a weapon with the symbol of strengthen, the items gains +1 to attack and damage rolls when wielded. this increases in effectiveness at level 6 granting +2 instead of 1 and at level 12 it becomes +3. magic items that already grant an additional bonus like this cannot be effected by this rune. 

2nd tier runes (7th level)

7th level you gain 3 runic slots but cannot use the same rune twice on one object, additionally you learn new runes listed below.

elemental - you imbue an items with elemental properties, the item deals an additional d6 damage of the elemental damage type chosen from this list, lighting, thunder, cold, fire, poison and acid. at level 12 you can imbue the item with any damage type desired and the damage increases to 2d6's.

illusion - you may imbue and item with an illusionary effect that can produce sound if you so choose, the illusion can be no larger then 10ft in diameter and is centered on the object, a creature can attempt to contest against you illusion buy making a wisdom saving throw against your intelligence based spell save. 

record - you can leave a recorded message in an object which a creature will hear in their head upon touching the item. 

resist - you build a resist in the item to a particular type of damage. while wearing the item you have resistance to the damage type you have chosen.

enlarge/ reduce - items effected by this rune can be enlarged and reduced in size by you at will. the item can be increase to double its size or reduced to a size that would fit in your hand. when its size changes so does its what to accommodate the new size, if you use this rune on a bag that is holding other items they too are effect.

3rd tier runes (15th level)

15th level you now have 5 runic slots but cannot use the same rune twice on the same object, additionally you learn new runes listed below.

move - you can give an inanimate object the ability to move. the object moves on your mental command (a bonus action in combat) and has a moving speed of 10ft. if the item is under the levitate rune as well it can move 30ft.

track - you can place a tracking rune on an object. while the rune is active, you are aware of how far away the objects is and in what direction it is provided it is still within 1 mile of you.

return - items that are effected by this rune are compelled to return to your hand once they have left your person, if you are wielding a thrown weapon once the attack is complete the item will automatically teleport back to your hand. if you have no free hand the item simply teleports to your feet. 

Inquisitive Mind

your interest with tinkering and understanding items around you has sharpened your mind and made you more skillful with you hands. starting at level 3 you gain proficiency with the investigation skill and additionally gain proficiency with one of the following tools, mason's tools, tinker's tools or would carver tools. 

Barrier

upon reaching level 7 in this class you learn to inscribe areas to for a protective barrier that is not impenetrable but can provide much need protection.

once per long rest you may spend 10min on an opening that can span up to 20ft wide and high, marking the boarders with runic writing. you must be able to reach all around the opening, once completed you may erect a magical barrier closing off the opening. the barrier has an AC of 20 and 50 hit points and you may activate and dismiss the barrier as a bonus action. alternatively you may inscribe the ground in a 20ft diameter to erect a dome with the same properties.

the barrier remains until it is either destroyed, you remove it or you attempt to create another barrier in a different location. you do not need to necessarily carve the runes into the area but more write with magic which you can do with an arcane focus. 

Trap Runes

starting at level 10 in this class your skills in creating and utilizing runes has improved to the point that you can use them to directly effect your enemies.

you may use one of your free runic slots to imbue a point you touch with a runic trap. this costs an action to perform and the effected area takes a 5ft space. the trap can have one of two natural effects. once the trap is set the symbol presents itself then disappears, so it does not alert enemies of its location. 

elemental trap - you imbue the trap with one of the elements listed, lighting, thunder, cold, fire, poison or acid. when a creature or construct steps on the effected area bursts out in a 10ft radius spewing the element chosen then dissipating. the creatures and constructs in the area must make a Dex saving throw (Con if it is poison), on a fail save they take 6d6's of that element in damage and half as much on a successful save.

bind - a creature or construct that steps on this type of trap must make a Wis saving through or be paralyzed. they may attempt the save again on their turn if they have failed the save.

alternatively you may spend 10 min working on the trap so it retains the effects of you barrier feat. when a creature steps on this trap, it and any other creatures within a 20ft radius are incased in a dome barrier with an AC of 20 and 50 hit points. if the area is not big enough for a 20ft dome it spans to its largest possible size and if the creature is larger then the dome the trap fails. 

 

Scroll Utilisation

starting at 15th level you understand that scrolls use similar symbols to your runes and function in a similar allowing you to understand and utilize them. 

though you do not use magic yourself you do know how to manipulate and use magic in other items, you may now use spell scrolls of any class provided you succeed an Intelligence check. the check is equal to 10 + the spells level.

additionally you may now use the scrolls in your traps. by spending 10min on setting up the trap and imbuing it with the scrolls magic the trap will replicate the effect of the scroll when activated. for example if the scroll used was an inflict wounds spell, when a creature steps on the rune they will take necrotic damage equal to what you would roll for the spell. if the spell is touch based the effect automatically occurs when the trap is activated, if the spell requires a save the creature or construct must make the saving throw. when setting the trap up, you still must make an Intelligence check to effectively imbue the spell into your trap.

Runic Master

you have mastered utilizing runes and now can transfer properties from a scroll to create unique runes. 

you know add your proficiency bonus to your intelligence checks that involve scrolls as well as the following. 

you may now use scrolls as runes, imbuing the magical effect into objects and items rather them simply using them in your traps. these effects will not be permanent and after the spell has taken it effect it will dissipate. you still need to spend 6 hours and 50 gold per level of the scroll to transfer the spell to an item and ensure that it functions as well as make an intelligence check to see if it is successful. once a creation of runes in this manor is successful, the effect will occur on the user's commands without the need of any further checks to determine if you may use its abilities.

example if you imbue a weapon with the inflict wounds spell, on the next successful attack with that item the spell will take effect. you may use this in creative ways and the success of unique tactics are at the DM's discretion. 

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