Base Class: Fighter
These fighters are destined characters of Svilland. Althrough
they are not many, there are several of them played critical
roles in Svilland´s history.
RUNE COMBATANT
This is the starting point of your relationship with runes.
Although you know it is a long and winding road to master
runes, and you are only at the beginning, you already feel
the power they bestow upon you.
Starting at 3rd level, you can leave a rune on a weapon.
This rune is specific to you and when examined by someone
who is proficient in Arcana skill, it reveals properties point-
ing at you (like a letter ar a full name etc.) if the examiner
makes a successful DC 15 Intelligence (Arcana) check.
Leaving a rune on a weapon can be done in many ways; by
drawing the rune with blood, or by finding another tech-
nique. Drawing a rune takes 8 hours and when it’s done, the
weapon becomes a runic weapon. A rune warrior can only
have made one runic weapon at a time. When a second one
is made, the first one loses its runic weapon properties.
When you choose a weapon to be your runic weapon, a
part of your soul is bound to it. As a result, runic weapons
deal an extra 1d6 force damage. This damage increases to
2d4 at 7th, 2d6 at 10th, 3d4 at 15th and 3d6 at 18th level.
RUNE CASTER
Starting at 3rd level, you are able to cast runes and create
magical effects. When you learn a new rune, you tattoo it on
your body, or scarify it. This process takes 2 hours for each
level of the rune. Intelligence is your spellcasting ability.
Spell Save DC = 8 + your proficiency bonus + your Intelli-
gence Modifier
You can choose your runes from the Runes of Rune Warriors sec-
tion under Spells and Rituals.
Rune Slots Per Level
Fighter Runes
Level Known 1st 2nd 3rd 4th
3rd 3 2 - - -
4th 4 3 - - -
5th 4 3 - - -
6th 4 3 - - -
7th 5 4 2 - -
8th 6 4 2 - -
9th 6 4 2 - -
10th 7 4 3 - -
11th 8 4 3 - -
12th 8 4 3 - -
13th 9 4 3 2 -
14th 10 4 3 2 -
15th 10 4 3 2 -
16th 11 4 3 3 -
17th 11 4 3 3 -
18th 11 4 3 3 -
19th 12 4 3 3 1
20th 13 4 3 3 1
RUNE BONDED
Your bond with your rune and runic weapon gets stronger.
Starting at 7th level, you can choose to carry your weapon
as a rune on your body; when you do so, the weapon loses its
physical form and is placed onto somewhere on your body
in the shape of the same rune you had drawn on it. As an ac-
tion, you can summon it to your hand.
WARRIOR ABOVE ALL ELSE
You become an exemplary fighter; whose style is worthy of
legends. It feels like your story and your deeds of the future
will be remembered for a long time.
Starting at 10th level, you can become a master in your
fighting style, by choosing one of the following:
• Bowman. You gain +4 bonus to the damage you deal
with ranged weapons.
• Armor Expert. You gain the benefit of Fighting Style
(Defense), again.
• Duel Seeker. When wielding a melee weapon in one
hand, and no other weapons, you gain a +2 bonus to
attack rolls with that weapon.
• Crusher. While you roll damage for a two-handed me-
lee weapon attack, and get a 1, 2 or 3, you can reroll
the die and use the higher result you get. The weapon
must possess the two-handed or versatile property
for you to gain this benefit.
• Defender. While wielding a shield, you can choose
to protect an ally within 5 ft. of you, by holding the
shield in such a way so as to protect your ally as a
reaction. If you do so, you cannot benefit from the
AC bonus of shield, however, your ally can, until your
next turn.
• Dual Weapon Adept. When you engage in two-weapon
fighting, if you attack and hit your target successfully
with both of your weapons in one round, your target
makes a Dexterity saving throw against the highest
attack roll you rolled against it, in that same round.
On a failed save, it is knocked prone.
Armor Expert
You gain the benefit of Fighting Style
(Defense), again.
Bowman
You gain +4 bonus to the damage you deal
with ranged weapons.
Crusher
While you roll damage for a two-handed me-
lee weapon attack, and get a 1, 2 or 3, you can reroll
the die and use the higher result you get. The weapon
must possess the two-handed or versatile property
for you to gain this benefit.
Defender
While wielding a shield, you can choose
to protect an ally within 5 ft. of you, by holding the
shield in such a way so as to protect your ally as a
reaction. If you do so, you cannot benefit from the
AC bonus of shield, however, your ally can, until your
next turn.
Dual Weapon Adept
When you engage in two-weapon
fighting, if you attack and hit your target successfully
with both of your weapons in one round, your target
makes a Dexterity saving throw against the highest
attack roll you rolled against it, in that same round.
On a failed save, it is knocked prone.
Duel Seeker
When wielding a melee weapon in one
hand, and no other weapons, you gain a +2 bonus to
attack rolls with that weapon.
FATE OF THE WEAPON
Starting at 15th level, your very existence becomes insepara-
ble from the rune specific to you, and so does your fate. You
understand that some weapons play a more important role
in history and they are destined to kill legendary monsters,
start an unstoppable war etc. At this point, you realize that
your specific rune has such a quest and it is your destiny to
complete this fate.
You receive a vision about that fate. It can be a vision in
a dream, or as a quest given by the Gods. You can talk about
that quest with your DM.
Since your destiny is predetermined, luck smiles on you
sometimes. You can attack with an advantage. Once you use
this feature thrice, you need to take a short or long rest to
use it again.
BECOMING A WEAPON
Starting at 18th level, your bond with your runic weapon
becomes so strong that when you die, you may choose to
bond your spirit to the weapon, infusing both together and
thus become an intelligent weapon. This leaves your rune
on the weapon permanently. If you choose this option, runic
weapon becomes +3. If you die before you can complete your
destiny, you may chase after it this way.
In addition, when you make a hit in an attack with your
runic weapon, you may choose to make a critical hit. Once
you use this feature, you need to finish a short or long rest
before using it again.
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