Base Class: Fighter
(Creator's Note: This is a modification to the Rune Knight Fighter subclass as presented in Tasha's Cauldron of Everything. It is meant to re-flavor the class around Dragons, and expand the list of runes to increase the variability of abilities the player may use, and reflect the greater variety of dragons (25) compared to Giants (6)
Mechanically the runes are different in three ways:
- Number of runes known has been recalibrated to allow for more variety of runes to be usable. This means a player gains a new rune to use each time their fighter level or proficiency bonus increases. Due to Limitations in D&DBeyond's design, known runes should be tracked in notes on the character sheet.
- Number of runes that can be prepared has been decoupled from the number known. At level 3 for example: the character may prepare 4 runes, but would know a total of 5. This allows for more strategic decision making when preparing for a day. Due to Limitations in D&DBeyond's design, prepared runes should be tracked using the character builder option selections.
- Strength of passive runes change, to balance the much broader list of runes to be known/prepared, we reduced the individual strength of each rune's passive abilities. The original runes generally granted two boons, often advantage on skill checks, or similar benefits. In the case of Draconic runes, generally each grants only one boon.)
Long ago Dragons shared the secret powers of their language with humanoids, the power of their runes. Draconic Rune Knights utilize the unique powers of the runes enhance their martial prowess. The arts of runes is one carefully studied among some groups. Whether you may have learned your craft from scholars, an order of warriors, or even enchanters of equipment. you studied the dragon's runecraft and learned how to apply magic runes to empower your equipment.
The runes themselves are singular words taken from a more ancient form of draconic, the same root symbols many mages use to craft spells. In becoming a Draconic Rune Knight, you have learned the secrets of these ancient words. Each word containing a fractal pattern of meanings, feelings, purposes, and power. It is this knowledge that allows you to tap into and invoke the power of the runes. To invoke the power of the runes is to allow the raw power of a dragon to course through one's own body, so this craft depends on the user being a warrior of great physical fortitude. Those who can withstand this surge of power can wield it against their foes. Such warriors are known in draconic as "Versaledron".
Bonus Proficiencies
3rd-level Rune Knight feature
You gain proficiency with smith’s tools, and you learn to speak, read, and write Draconic.
Verseldaron Carving
3rd-level Draconic Rune Knight feature
You can use magic runes to enhance your gear. You learn a number of runes equal to your Fighter Level + your proficiency bonus, 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 can prepare additional runes, as shown in the Runes Prepared table. Additionally, whenever you gain an additional level in this class you may change your list of runes learned.
Runes Prepared
| Fighter Level | Number of Runes |
|---|---|
| 3rd | 4 |
| 7th | 6 |
| 10th | 8 |
| 15th | 10 |
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe the runes onto 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.
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 Constitution modifier.
Amethyst (Space) Rune - "Oium"
This rune’s magic channels the depths of knowledge amethyst dragons often carry about the histories of the multiverse. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) and Intelligence (History) checks.
In addition, you can use your bonus action to invoke this rune. When you do, choose another space you can see within 60 ft. You now exist in your own space and the chosen space simultaneously until the end of your next turn. Whenever you move or take an action, you choose which version of yourself is moving or acting. If an effect or attack can target both of your spaces at the same time, you are affected only once. Once you invoke this rune, you can’t do so again until you finish a short or long rest..
Black Rune - "Vutha"
(7th Level or Higher)
This rune’s magic bestows a resilience reminiscent of a black dragon. While wearing or carrying an object that bears this rune, you have advantage on saving throws against acid, and you have resistance against acid damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Blue Rune - "Uljar"
This rune emulates the raw power of a blue dragon. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity Saving Throws.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon an arc of lightning: the target takes an extra 2d6 lightning damage, and you may choose one other creature you can see within 15ft of the hit creature. It must succeed on a Dexterity saving throw or take 2d6 lightning damage, or half as much on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Brass Rune - "Auraj"
This rune’s magic channels the friendly and welcoming demeanor of the brass dragons. While wearing or carrying an object inscribed with this rune, you gain advantage on Charisma (Persuasion) checks
In addition, you can use your bonus action to create an illusory version of yourself through which you can project your voice, lasting up to 10 minutes. When summoned or on subsequent turns, you can use a bonus action to move the illusion. Someone looking at it can determine it to be an illusion based on an Intelligence (Investigation) check. Any physical interaction with the illusion passes through it and reveals it to be an illusion. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Bronze Rune – “Aujir”
This rune’s magic channels the war-ready intensity of brass dragons. While wearing or carrying an object inscribed with this rune, you gain an additional +5 to your movement speed.
In addition, as a bonus action a thunderclap originates at a point you can see within 60 feet. Each creature within a 15-foot radius centered on that point must make a Constitution saving throw or take 2d6 thunder damage (half as much on a success) and be deafened until the end of its next turn. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Chromatic (Colors) Rune - "Kluchuduuni"
(10th Level or Higher)
This rune’s magic channels the celestial resilience afforded to dragon kin at their creation. While wearing or carrying an object inscribed with this rune, you have gain resistance to one type of damage (acid, cold, fire, lightning, poison, psychic, thunder, force, necrotic, or radiant) which you choose when inscribing the rune.
In addition, when you hit a creature with an attack using a weapon, you may invoke this rune. When invoked you deal an 2d6 additional damage of the damage type you have chosen resistance to. The target must make a strength saving throw or be knocked prone. Once this ability is used you cannot use it again until you complete a long rest.
Copper Rune - "Rach"
While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (Performance) checks, and can double your proficiency with any instrument with which you are already proficient.
In addition, as a bonus action, you release a cloud of copper/green gas in a 10 ft radius centered on yourself. Each creature in that area must succeed on a CON saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Crystal (Prophecy) Rune - "Lorsvek"
(7th Level or Higher)
Using this rune, you can glimpse the future like as a Crystal Dragon does. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Investigation) checks, and you can’t be surprised as long as you aren’t incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Deep Rune - "Bekiw"
This rune’s magic channels the of the deep dragons who dwell in lightless places. While wearing or carrying an object inscribed with this rune, you have darkvision out to a range of 120 feet
In addition, when a creature you see makes an attack within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature takes 2d6 psychic damage and is frightened of you for 1 minute, and will cease its attacks in favor of running away from you up to a distance equal to its movement speed. On a success it takes half the psychic damage.
Emerald Rune - "Achiusk"
This rune’s magic channels the stealth of a rarely to seen emerald dragon. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Stealth) checks.
In addition, as a bonus action, you can select one creature within 30 feet of you, that creature must make an Intelligence saving throw. On a failed save, the creature takes 2d6 psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d8 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects. Once you invoke this rune, you can’t do so again until you finish a short or long rest
Faerie Rune - "Wieva"
(7th Level or Higher)
This rune’s magic channels the Fey sneakiness of a faerie dragon. While wearing or carrying an object inscribed with this rune, you gain advantage on Dexterity (stealth).
In addition, you may invoke this rune as a bonus action. When you do you can turn invisible as if under the effects of the invisibility spell, requires concentration, up to a number of turns equal to your proficiency modifier. Once this ability is used you cannot use it again until you complete a short or long rest.
Ghost Rune - "Fip"
(7th Level or Higher)
This rune’s magic channels the otherworldly mobility of a ghost dragon. While wearing or carrying an object inscribed with this rune, you gain a +5 to your movement speed and are unaffected by difficult terrain
In addition, when a creature makes an attack against you, you may use your reaction to invoke this rune, causing them to make a wisdom saving throw or be frightened for 1 minute. While frightened in this way the target is considered paralyzed. While frightened they may roll a wisdom saving throw at the end of their turn. If they save, the effect ends. Once this ability is used you cannot use it again until you complete a short or long rest.
Gold Rune - "Aurix"
This rune’s magic channels the depths of wisdom of the Gold dragons. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks.
In addition, when you hit a creature with an attack using a weapon, you can invoke this rune. The hit creature must make a Charisma saving throw, or be banished to a dream plane, a demi-plane you have imagined into being. To escape, the creature must use its action to make a Charisma check contested by the DC. If the creature fails, they remain in the plain until the end of your next turn. If it succeeds on the Charisma check, it escapes the dream plane. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Green Rune - "Achuak"
This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Hollow (Steel) Rune - "Vyth"
(7th Level or Higher)
This rune’s magic channels the resolve of a hollow dragon. While wearing or carrying an object inscribed with this rune, you can add your proficiency bonus to death saving throws.
In addition, as a bonus action on your turn, you may invoke this rune to select a number of targets up to or equal to your proficiency modifier, within 15 feet. Each targeted creature must make a Wisdom Saving Throw. On a failed save, the targeted creature has disadvantage on all attacks until the end of its next turn. Once this ability is used you cannot use it again until you complete a long rest.
Moonstone (Moon) Rune - "Nannan"
This rune’s magic channels the otherworldly quickness of a moonstone dragon. While wearing or carrying an object inscribed with this rune, you have advantage on your Dexterity (Initiative) checks.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Platinum Rune - "Ux"
This rune’s magic channels the celestial protections offered to Dragon kin. While wearing or carrying an object inscribed with this rune, you gain temporary hit points equal to 2 times your fighter level after completing a short or long rest.
In addition, when you are hit by an attack, you can use your reaction to invoke this rune, increasing your AC by an amount equal to your proficiency modifier, and your pool of temporary hit points are restored to their maximum. Once this ability is used you cannot use it again until you complete a short or long rest.
Red Rune - "Charir"
This rune’s magic channels the fearsome strength and firey nature of a red dragon. While wearing or carrying an object inscribed with this rune, you have advantage with Strength (Athletics) checks.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Ruby Rune - "Sardior"
This rune’s magic channels the celestial gift of magic which resides in all dragon kin. While wearing or carrying an object inscribed with this rune, you gain advantage on all Intelligence (Arcana) checks, and gain the use of the prestidigitation cantrip.
In addition, when you hit a creature with an attack using a weapon, you may invoke this rune to deal 2d6 additional psychic damage. The attacked creature must make a constitution saving throw, or be telekinetically moved target to a point within 15 ft you can see and their speed is reduced to 0. Once this ability is used you cannot use it again until you complete a short or long rest.
Sapphire (Storm) Rune - “Kepesk”
This rune’s magic channels the stealth of a strong eyed sapphire dragon. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Perception) checks
In addition, when you hit a creature with an attack using a weapon, you deal an additional 2d6 thunder damage, and the target must make a constitution saving throw or be incapacitated until the end of its next turn. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Shadow Rune - "Sjach"
This rune’s magic channels the dark powers of a solitary dragon who has fallen to shadow. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Stealth) checks.
If a melee weapon attack reduces a target to 0 hit points, you may invoke this rune to raise an undead shade of the target. Using the shadow stat block. This shadow lasts for 1 minute, gets its own initiative and can be commanded as a free action by you. Once this ability is used you cannot use it again until you complete a long rest.
Silver Rune - "Orn"
This rune’s magic channels the curiosities of silver dragons. While wearing or carrying an object inscribed with this rune, you have expertise with tools with which you are proficient.
In addition, when you or a target within 30 ft that you can see fails a saving throw, you can use your reaction to invoke this rune, causing that saving throw to become a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Topaz (Yellow) Rune - "Yrev"
(7th Level or Higher)
This rune’s magic channels the powerful senses of the topaz dragon. While wearing or carrying an object inscribed with this rune, you have blindsight out to 10ft.
In addition, when you hit a creature with an attack using a weapon, you may invoke this rune to deal 2d6 necrotic damage, and the target must make a constitution saving throw. On a failed save, it is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature isn’t weakened. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Turtle (Water) Rune - "Hesjing"
This rune’s magic channels the aquatic gifts of a dragon turtle. While wearing or carrying an object inscribed with this rune, you gain a swim speed equal to your movement speed, and can breathe under water.
In addition, you can invoke this rune as a bonus action. When you do select a up to a 5ft cube of water up to 10ft in any direction. This section boils for 1 minute. It is considered difficult terrain. Any creature who begins their turn in the square or moves through its space takes 2d6 fire damage. Any time during this minute you can select a new 5ft cube on a following turn using a bonus action. Once this ability is used you cannot use it again until you complete a short or long rest.
White Rune - "Aussir"
This rune’s magic evokes the might of those who survive in the wintry wilderness, such as white dragons. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and WIS (Survival) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Dragon's Might Rune - "Janik"
3rd-level Draconic Rune Knight feature
You have learned how to imbue yourself with the might of dragons, etching their ancient rune of might somewhere on your body. 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 - "Eligne"
7th-level Draconic Rune Knight feature
You learn to invoke your rune magic to activate the Defend rune "Eligne" 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.
Draconic Stature
10th-level Draconic 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.
Runic Gift
10th-level Draconic Rune Knight feature
Your skills in runecraft have grown powerful enough that you can empower others. As part of a short of long rest, you can inscribe one of your runes upon an item that is worn or carried. the holder of this rune gains those passive benefits of the rune which do not require it to be invoked.
A rune used in this way counts as one of your Runes Prepared as described in the Verseldaron Carving class feature. This runic inscription lasts until your next long rest.
Empowerment of the Wyrm
15th-level Draconic Rune Knight feature
You can invoke each rune you know from your Verseldaron Carving feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Draconiform Juggernaut
18th-level Draconic 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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