Base Class: Fighter
Often passed down through families, or from mentor to student, Runeblades are very sought after items. The true power however, lies in the wielder not the blade. An innate and very occasionally trainable ability to wield a runic weapon is one of the least common forms of magic, but those who can master it are waves of death one the battlefield. Giving powerful soldiers drastic changes to combat and versatility puts them usually on the front lines as very powerful fighters and occasionally even healers.
Bonded Weapon
You become bonded to a weapon of your choice. This requires a one-hour ritual during which you must keep the weapon on your person. At the end of the ritual, you are magically bonded to it. You cannot be disarmed by it against your will, and as long as it is on the same plane of existence you can summon it to you as a bonus action.
Runic Magic
At level 3, you gain the ability to channel magical energy through expertly carved runes placed on a weapon or set of armour bonded to you. These runes often have spell-like qualities though are not actually spells. You can use an action to expend the energy from one of the runes that you know and have placed on your bonded weapon. Each rune adds charges to your weapon, and these charges reset after a long rest. Like spells, more powerful runes require more charges to power, thus leaving your weapon inert more quickly. You know 3 runes when you choose this subclass and gain runes only by finding them in the world and copying them (as a wizard copying spells into a spell book).
You also learn two cantrips of your choice from the Wizard’s spell list.
Combat Runes
At 7th level, when you use an action to expend the energy on a rune, you may make one weapon attack as a bonus action.
Runic Combo
Starting at 15th level, when you affect a creature with one of your runes, you gain advantage on weapon attack rolls for the end of this turn, and your first weapon attack on your next turn.
Improved Combat Runes
Starting at 18th level, any rune that requires a full action to power, counts as an attack action for you.
Overpowered Runes
At 10th level, you gain the ability to power your runes up beyond their normal limits. You can expend extra charges on top of the required charges for the rune, to have additional effect. If the rune requires dice to be rolled, you may roll an additional die of each damage type per charge you expend.
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Posted Dec 29, 2018What are these runes exactly? It doesn't specify what they do anywhere, so I'm a bit confused.
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Posted Aug 19, 2018I'm confused: what are these runes? It seems that these runes define the subclass but it's not clear what these are or what they do.
Also, Overpowered Runes is out of order and Runic Synergy or Runic Combinations sounds better than Runic Combo.