Base Class: Fighter
You have delved into studying the ancient magic of dragon-kind, and discovered that they too used runes as a potent catalyst for spells.
Bonus Proficiencies
Starting at 3rd Level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Draconic.
Rune Carver
Starting at 3rd Level, you can use magic runes to enhance your gear. You learn 2 runes of your choice, from among the available runes described below, and each time you reach one of the levels listed below in this class, you can replace one rune you know with a different one, provided you meet the rune’s level requirements. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table:
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3rd Level |
2 Runes |
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6th Level |
3 Runes |
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10th Level |
4 Runes |
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15th Level |
5 Runes |
Whenever you finish a long rest, you can touch a number of objects equal to your proficiency bonus, inscribing a different rune onto each of the objects. One cannot use the same rune on two objects at once. To be eligible, an object must be a weapon, suit of armor, a shield, a piece of jewelry, or clothing. 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.
If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
You can choose to bestow one of the runes you know on the equipment of an ally, but they must have a Constitution score of at least 13 in order to properly wield it. Otherwise, their Strength score is reduced by 2 and they have disadvantage on Strength saving throws until you finish a long rest and the rune fades. The runic magic still functions, however, but any passives are nullified and in any effects that inflict damage, the damage is halved.
Dragon Runes
Brass-Tongue Rune: While carrying an object or wielding a weapon inscribed with this rune, you gain advantage on Persuasion (Charisma) checks. Once per long rest, 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 regards you as a friendly acquaintance. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. The effect also ends early if you or any of your companions do anything harmful to the creature.
Copper-Grin Rune: While carrying an object or wielding a weapon inscribed with this rune, you gain advantage on Performance (Charisma) checks. Once per long rest, you can invoke the rune to cast Tasha’s Hideous Laughter once, requiring no material components.
Ice-valor Rune: While carrying an object or wielding a weapon inscribed with this rune, you gain advantage on Survival (Wisdom) checks and gain a climbing speed of 20 feet. Once per long rest you can invoke the rune to gain a +1 bonus to all ability checks and saving throws that use Strength or Constitution for 1 minute.
Wood-Ruse rune: While carrying an object or wielding a weapon inscribed with this rune, you gain advantage on Deception (Charisma) checks. Once per long rest, 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 attacks effects regardless of the attack’s range.
Umber-Sand Rune: While carrying an object or wielding a weapon inscribed with this rune, you gain advantage on saving throws against being poisoned and advantage on Nature (Intelligence) checks. Once per long rest, you can invoke the rune to cast the Dust Devil spell once, requiring no material components.
Bright-Silver Rune (6th Level or Higher): While carrying an object or wielding a weapon inscribed with this rune, you gain advantage on Investigation (Intelligence) checks and resistance to cold damage. Once per short rest, you can invoke the rune to open your awareness to sense any fiend, undead, aberration, or monstrosities within 60 feet of you. You don’t learn the creatures’ identity, or their exact location, only what general direction they’re in. (Left, Right, North, South, etc.)
Bronze-Fin Rune (6th Level or Higher): While carrying an object or wielding a weapon inscribed with this rune, you become amphibious, and gain a swimming speed of 40 feet. Once per short or long rest, you can invoke the rune to cause an electric charge to burst out from you, forcing all creatures in a 15 ft radius around you to make a Constitution saving throw. On a failed save, a creature takes 1d 6 Lightning damage and 1d 4 Thunder damage, and is shoved 5 feet away from you. On a successful save, a creature takes half damage and isn’t shoved. Unsecured tiny or small objects within the area of effect are automatically pushed 10 away from you, and there is a resounding boom that is audible out to 150 feet away.
Storm-Tyrant rune (6th Level or Higher): While carrying an object or wielding a weapon inscribed with this rune, you gain advantage on Acrobatics (Dexterity) checks and have resistance to lightning damage. Once per long rest, you can invoke the power of the rune to forgo one of your attacks to direct one of your companions to strike. Choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding your Charisma modifier to the attack’s damage roll.
Golden-Sage Rune (10th Level or Higher): While carrying an object or wielding a weapon inscribed with this rune, you gain advantage on Arcana (Intelligence) and Insight (Wisdom) checks and you can’t be surprised as long as you aren’t incapacitated. Once per long rest, 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.
Red-Scale Rune (10th Level or Higher): While carrying an object or wielding a weapon inscribed with this rune, you gain advantage on Intimidation (Charisma) checks, and advantage on saving throws against being frightened. Once per long rest, you can invoke the rune to cause a 5 foot space within 30 feet of you to liquefy into a shallow puddle of lava that does 2d 8 fire damage to creatures who enter its space or are already standing in its space where you summon it. The lava remains for 1 minute before hardening.
Skull-Mire Rune (10th Level or higher): While carrying an object or wielding a weapon inscribed with this rune, you have resistance to poison and acid damage. Once per short or long rest you can invoke the power of the rune to summon an aura of sickly mist and biting flies that swirls 5 feet around you, lasting for 1 minute. Any creature that enters the aura or ends it turn within it takes 2d 8 Poison damage.
Bejeweled-wit Rune (15th Level): While carrying an object or wielding a weapon inscribed with this rune, you have advantage on saving throws against being charmed or frightened, and gain resistance to psychic damage. Once per long rest, you can invoke the rune to allow you to cast either the Synaptic Static or the Mass Suggestion spell once, requiring no material components.
Gray-Fang Rune (15th Level): While carrying an object or wielding a weapon inscribed with this rune, you have advantage on saving throws against being Petrified and gain a +2 bonus to all ability checks, saving throws, and attack rolls that use Strength. Once per long rest, you can invoke the rune to cause hard, stone-like spines and scales to cover your skin, giving you resistance to all Bludgeoning, Piercing, and Slashing Damage for 1 minute. In addition, any creature who is currently or attempts to grapple you takes 3d 6 Piercing damage.
Mist-Keeper Rune (15th Level): While carrying an object or wielding a weapon inscribed with this rune, you have advantage on all Medicine (Wisdom) and History (Intelligence) checks, and gain Telepathy at a range of 30 feet. You can choose to invoke the rune to cast either the Prismatic Spray, Gaseous Form, or Control Water spell once, requiring no material components.
Vorm-Shadow Rune (15th Level): While carrying an object or wielding a weapon inscribed with this rune, you gain advantage on Stealth (Dexterity) and Sleight of Hand (Dexterity) Checks. In addition, you have Darkvision out to 80 feet. Once per long rest, when you hit a creature with an attack using a weapon, you can invoke the rune to cause the target to take an extra 2d 10 Necrotic damage. The target must succeed on a Strength saving throw or be restrained by tendrils of black mist for 1 minute. While restrained by the tendrils, the target takes 2d 6 Necrotic 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 mist on a success.
Runic Shield
Starting at 7th Level, you learn to invoke your rune magic to protect your allies. When a friendly 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 re-roll the d20 and use the new roll. The ally must be wearing or wielding one of your runes.
Draconic Mantle
Starting at 10th Level, you have learned to imbue yourself with the might of dragons. As a bonus action you can invoke your runic magic to gain the following benefits, which last for 1 minute:
- If you are smaller than large, you become large, along with anything you are wearing.
- Your body takes on draconic features, including slit pupils, sharpened teeth, and a thin layer of scales. Your AC cannot be lower than 13 in this state.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d 8 damage to a target on a hit. Alternatively, you can make a bite attack for the same 1d 8 damage instead.
You can use this feature a number of times equal to your Constitution modifier and you regain all expended uses of it when you finish a long rest.
Master of Runes
Starting at 15th Level, your enhanced understanding of runic magic gives you the following abilities:
-You can inscribe the runes you know from your Rune Carver feature on two different objects at once. Wearing or wielding both items at once adds an extra 2/d 10 to any damage the runes may inflict as part of their effects, but the duration of both inscriptions is reduced to 1 hour.
-You can also now bestow two of the runes you know on the equipment of your allies, instead of one.
-If you inscribe runes on equipment or items you have crafted yourself, the runes last two long rests before fading.
Mantle of the Great Wyrm
Starting at 18th Level, you learn how to amplify your rune-powered transformation. As a result, the damage you deal with the Draconic Mantle feature increases to a 1d 10. Moreover, when you use that feature, your size increases to Huge, and while you are that size, your reach increases by 5 feet.
Alternatively, by expending all uses of your Draconic Mantle ability, you can take on the physical form of a dragon. It takes three long rests before you regain your expended uses if you choose this option. You can still use your runic magic while in this form, however, any spell-like effects are effectively breath weapons for you. Instead of their normal range, they now have a range of 60 feet, the DC for your magical attacks is now 19, and their damage is doubled. This Draconic Form can be stacked with your Master of Runes damage doubling feature, but instead of further increasing damage, it gives you advantage on the attack roll to hit with spell effects.
You can maintain this form for 5 mins before reverting to normal. Upon reverting, you gain one level of exhaustion.
Your Draconic Form uses the following statistics:
Dragon Form
(huge Dragon, Unaligned)
AC: 18 Senses: Darkvision 120 ft., Blindsight 60 ft.
HP: 200 Passive Perception: 21
Speed: 40 ft., fly 80 ft., swim 40 ft.
STR: 22 (+6) DEX: 10 (+0) CON: 22 (+6) INT: 8 (-1) WIS: 12 (+1) CHA: 12 (+1)
Languages: (Whatever languages the Player already knows)
Abilities:
None
Actions:
Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 2d 12 +6 Piercing damage.
Claws: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d 6 +6 Slashing damage.
Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 2d 8 +6 Bludgeoning damage.
Frightful Presence (Once per transformation): Each creature of the Dragon Form’s choice that is within 120 feet of them and aware of it must succeed on a DC 14 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 dragon form’s Frightful Presence for the next 24 hours.
Previous Versions
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7/30/2022 1:03:43 PM
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