Fighter
Base Class: Fighter

Dragon runes are the essence of an actual dragon. Not simply written Draconic as many think. Through whatever means you have gained the trust of a dragon to the point they give over their very essence to you as you learn their runes they wane. To become a rune knight is to go down the path of ascending to be a dragon.

Bonus Proficiencies

3rd-level Rune Knight feature

You gain proficiency with smith’s tools, and you learn to speak, read, and write Draconic

Rune Carver

3rd-level Rune Knight feature

You can use magic runes to enhance your gear and body. You learn 3 runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.

Runes Known
Fighter Level Number of Runes
3rd

3

7th 5
10th 6
15th 7

Per rune gained you gain one permanent rune inscribed on your skin with its passive effects but are unable to activate it.

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Strength modifier.

Eye: transfigures the eyes of the knight to those of a dragons grants +2 wisdom  blindsight 30ft and dark vision 60ft. Can be activated to use the detect action making a wisdom perception check of the area. Can be activated twice per short rest.

 

Claw: transforms the knights fingers into dragon claws granting +2 dexterity and allows the knight to make a slash attack (normal unarmed strike +2 deals slashing damage) on activation imbues the strikes of the knight with the force of a true dragons claws adding 2d6 slashing damage to the attack. can be activated twice per long rest.

 

Scales: transforms the knights skin into dragon scales granting +2 armor +2 constitution and fire immunity.

 

Wings:transforms the knights body causing them to grow 2 large and 2 small golden dragon wings the wings double the knights jump height and allows them to Make a wing attack ( the knight beats its wings each creature within 10ft of the knight must succeed  on a dex 12 saving throw or take 1d8 bludgeoning damage and be knocked prone). On activation grants the knight the power of flight for 1 hour with a flying speed of 80ft. Can be activated twice per long rest.

 

Breath: transforms the knights body granting them the amphibious trait and +2 constitution. can be activated enabling the knight to make a Draconic breath attack (The Knight uses one of the following Breath weapons.

Fire Breath. The Knight exhales fire in a 15 foot cone. Each creature in that area must make a DC 12 dexterity saving throw, taking 1d10 +5 fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The Knight exhales gas in 15 foot cone. Each creature in that area must succeed on a DC 12 strength saving throw or have disadvantage on Strength-based Attack rolls, strength checks and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.). Can be activated twice per long rest.

 

Soul: available at level 7 or higher invigorates the knight with the soul of a true dragon granting +2 charisma. On activation grants the Draconic change shape ability (The knight magically polymorphs into humanoid or beast that has a Challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the knights choice). In a new form, the Knight retains its Alignment, hit points, Hit Dice, ability to speak, Proficiency’s, and Intelligence, wisdom and charisma scores, as well as this action. Its Statistics and capabilities are otherwise replaced by those of the new form, except any Class features or legendary Actions of that form. Can be activated once per long rest.

 

Mind: available at level 7 or higher transforms the knight to have the mind of a dragon grants +2 intelligence. On activation the knight uses the frightful presence Draconic power ( Each creature of the dragon's choice that is within 120 feet of the Dragon and aware of it must succeed on a DC 12 wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the knights frightful presence for the next 24 hours.). Can be activated twice per long rest.

Breath Rune

transforms the knights body granting them the amphibious trait and +2 constitution. can be activated enabling the knight to make a Draconic breath attack (The Knight uses one of the following Breath weapons.

Fire Breath. The Knight exhales fire in a 15 foot cone. Each creature in that area must make a DC 12 dexterity saving throw, taking 1d10 +5 fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The Knight exhales gas in 15 foot cone. Each creature in that area must succeed on a DC 12 strength saving throw or have disadvantage on Strength-based Attack rolls, strength checks and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.). Can be activated twice per long rest.

Claw Rune

transforms the knights fingers into dragon claws granting +2 dexterity and allows the knight to make a slash attack (normal unarmed strike +2 deals slashing damage) on activation imbues the strikes of the knight with the force of a true dragons claws adding 2d6 slashing damage to the attack. can be activated twice per long rest.

Eye Rune

transfigures the eyes of the knight to those of a dragons grants +2 wisdom  blindsight 30ft and dark vision 60ft. Can be activated to use the detect action making a wisdom perception check of the area. Can be activated twice per short rest

Mind Rune

available at level 7 or higher transforms the knight to have the mind of a dragon grants +2 intelligence. On activation the knight uses the frightful presence Draconic power ( Each creature of the dragon's choice that is within 120 feet of the Dragon and aware of it must succeed on a DC 12 wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the knights frightful presence for the next 24 hours.). Can be activated twice per long rest

Scale Rune

transforms the knights skin into dragon scales granting +2 armor +2 constitution and fire immunity.

Soul rune

available at level 15 or higher invigorates the knight with the soul of a true dragon granting +2 charisma. On activation grants the Draconic change shape ability (The knight magically polymorphs into humanoid or beast that has a Challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the knights choice). In a new form, the Knight retains its Alignment, hit points, Hit Dice, ability to speak, Proficiency’s, and Intelligence, wisdom and charisma scores, as well as this action. Its Statistics and capabilities are otherwise replaced by those of the new form, except any Class features or legendary Actions of that form. Can be activated once per long rest.

Wing Rune

transforms the knights body causing them to grow 2 large and 2 small golden dragon wings the wings double the knights jump height and allows them to Make a wing attack ( the knight beats its wings each creature within 10ft of the knight must succeed  on a dex 12 saving throw or take 1d8 bludgeoning damage and be knocked prone). On activation grants the knight the power of flight for 1 hour with a flying speed of 80ft. Can be activated twice per long rest.

Dragon’s Might

3rd-level Rune Knight feature

You have learned how to imbue yourself with the might of the dragon. As a bonus action, you magically gain the following benefits, which last for 1 minute:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
  • You have advantage on Strength checks and Strength saving throws.
  • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Runic Shield

7th-level Rune Knight feature

You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Great Stature

10th-level Rune Knight feature

The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.

Moreover, the extra damage you deal with your Dragon’s Might feature increases to 1d8.

Master of Runes

15th-level Rune Knight feature

You can invoke each rune you know from your Rune Carver one more time than normal and you regain all expended uses when you finish a short or long rest.

Runic Juggernaut

18th-level Rune Knight feature

You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Dragon’s Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.

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