You've unlocked a more complex Cloud rune through study and experimentation.
The Rune Knight draws the ambient magic from the air when creating this complex four part rune. The rune is etched on four pieces of your non-magical gear. Examples: shoes, gauntlets, swords, etc. The rune last two minutes when activated and can be activated three times per long rest.
The gear inscribed is considered magical for all purposes. For example if the item itself needs to make a saving throw, it is considered magical. If the Rune Knight is a tavern brawler and attacks a Lich, whose immunities include: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, the Knight's unarmed strikes would be considered magical bludgeoning attacks as long as part of the rune was inscribed on the gear used in the attack (i.e. gauntlets or boot).
The Rune Knight gains advantage vs. all magical effects which target individual creatures and have a savings throw.
Examples:
- Command: The Knight would have advantage on their savings throw.
- Blinding Smite: The Knight would not be able to avoid the initial damage, however, they would gain advantage on the CON save vs. being blinded.
- Eldritch Blast, Fireball, Lightning Bolt, Magic missile: No advantage as spell does not target specific creatures or does not have a savings throw.
- Legendary Actions are affected within the same criteria. Example of a Lich's Legendary Actions: Cast Cantrip: Depends on cantrip. Paralyzing Touch: Initial damage from hit is taken, but advantage on CON save vs. additional damage. Frightening Gaze: Advantage on save. Disrupt Life: No advantage on save.
This replaces a Feat/Ability score improvement choice starting at sixth level.
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