Base Class: Fighter
There might not be a more difficult profession than the creation of magical items. A competent enchanter could spend months or years crafting a single item, painstakingly ensuring every single detail was perfect.
The Rune Etcher has no such time for that. They have studied the glyphs and runes used by enchanters, and created an 'abridged' version of it. A wizard would look at their work and call it 'nearly incomprehensible nonsense', but the Rune Etcher can use the faint glimmer of arcane talent in them to draw power from their Runic Modules, and combine it with their martial prowess to create a weapon of immense potential power- The Runecore.
Made with great cost and care, the Rune Etcher is little more than an average warrior without their chosen instrument in hand. However, if you ever see a fighter that wields a blade lined with glowing runes, flight might be your best option.
Runecore
At 3rd level, you have learned how to transform any melee weapon into a Runecore. By spending 2 uninterrupted hours, you can inscribe a weapon with magical runes and gems that allow you to channel certain energy through contact. This requires you to use Jeweler's Tools as well as an amount of gems and powdered silver equal to 4 x the weapon's value, which are consumed in the process. Once a weapon has been transformed into a Runecore, it cannot be undone.
In addition, because they are imperfect enchantments, only a Rune Etcher can activate the Runic Modules. When any creature who isn't a Rune Etcher attempts to wield a Runecore, the Runic Modules become inert.
When you create a Runecore, it is only with the Runic Modules you know at the time. If you gain new Runic Modules after creating a Runecore, you must repeat the transformation process on that weapon to be able to use the new Modules.
Weapons that are already enchanted can also be transformed into a Runecore without disrupting the previous enchantment, however, the GM may impose an Arcana skill check if the selected weapon has a particularly powerful or ancient enchantment. On a failed check, the previous enchantment is permanently lost.
The Runecore always requires attunement, even if the original weapon did not. If the original weapon previously required attunement, then it will instead use two attunement slots after it has become a Runecore . If an existing enchanment is lost during the process of creating a Runecore , any previous requirements of attunement are also removed from the weapon.
In addition, you also gain proficiency with Jeweler's Tools and Arcana.
Runic Modules
At 3rd level, you have learned how to inscribe a set of runes that channel certain schools of magic through your core, and activate them in the heat of battle.
Choose two of the Runic Modules below. These will comprise the totality of your enchantment. You gain knowledge of additional Runic Modules at 7th, 10th, 15th and 18th levels. These Runic Modules are installed at the time you craft a Runecore from another weapon.
As a bonus action, you may activate one of the Runic Modules on the Runecore you wield to receive the associated enchantment. The enchantment lasts for 1 minute, and if there was already an active Runic Module, then replace the previous one with the newly selected enchantment.
In addition, attacks with your Runecore while a Runic Module is active are considered magical for the purposes of damage resistance against non-magical attacks.
If a Runic Module requires a Saving Throw of any kind, the DC equals 8 + your proficiency bonus + intelligence modifier.
Blinking Bats
While this Modules is active your Runecore gains the Reach Weapon trait increasing it's range to 10ft.. After you hit a creature with your Runecore, you can teleport yourself within 10ft. of your current position.
Chromatic Impact
When you activate this Module, select a damage type: acid, cold, fire, lightning, poison, or thunder. Add 1d6 of the selected damage type to each successful weapon attack with your Runecore.
Defensive Swipes
Each time you hit with your Runecore, gain +1 AC until the beginning of your next turn.
Distracting Tags
Until the start of your next turn, a creature hit by your Runecore must roll 2d4 when making an attack roll and subtract the higher of the two from it.
Exposing Hits
Creatures that take damage from your Runecore lose -1 AC until the beginning of your next turn.
Reaping Rakes
Whenever you damage a creature with your Runecore, gain hit points equal to half of the total physical weapon damage dealt (rounded down)
Seeking Strikes
Whenever you make an attack with the Runecore, roll 2d4 and add the highter of the two to your attack roll.
Splitting Weapon
Whenever you take the Attack action with your Runecore, you may forego 1 attack to instead attempt to bind an enemy. Choose a creature within 10 ft. of you. That creature must make a Strength saving throw or become Grappled until the start of your next turn. Once affected by the grapple it does not matter how far away you move away from that creature. The creature may use an Action to repeat the saving throw during their turn. If they succeed, the effect ends.
Alternatively you can use this to change your Runecore into a linked chain, strong enough to swing a medium sized creature across a 30ft. gap.
Etcher's Respite
At 7th level, you learn to use your enchantments in a more protective way. Depending on your learned Modules you gain a reaction to defend yourself or your allies with. You can use this ability of the Runecore a number of times equal to your intelligence modifier. When using a Module this way you can choose to keep it active and replace your currently active Module(s). [If a reaction mentions "you" it also means "or an ally within 30ft. range"!]
The possible reactions are:
|
Runic Module |
Effect |
|
Seeking Strikes |
After making an attack but before the GM says if it hits you, can use your reaction to give yourself a bonus to that attack roll which equals your intelligence modifier. |
|
Distracting Tags |
When attacked by a weapon attack but before the GM says if it hits, you can use your reaction to reduce that attack roll by your intelligence modifier. |
|
Chromatic Impact |
When taking damage from any of the damage types described in Chromatic Impact's description, you can use your reaction to half that damage and gain temporary hit points equal to x d4 where x equals your intelligence modifier. These last until depleted or until you take a short or long rest. |
|
Splitting Weapon |
As a reaction to being grappled you can break free from that grapple and gain the effects of freedom of movement until the end of your next turn. |
|
Exposing Hits |
When taking damage from any physical weapon damage, you can use your reaction to half that damage and gain temporary hit points equal to x d4 where x equals your intelligence modifier. These last until depleted or until you take a short or long rest. |
|
Reaping Rakes |
When your hit points are restored through any means you can use your reaction to gain an additional x d6 healing where x equals your intellligence modifier. |
|
Defensive Swipes |
When attacked by an attack but before the GM says if it hits, you can use your reaction to gain bonus AC until the start of your next turn which is equal to your intelligence modifier. |
|
Blinking Bats |
After being hit you can use your reaction to teleport a number of feet equal to 5 times your intelligence modifier away from the adversary. |
Blinking Bats
Gain the defensive reaction of this Runic Module.
Chromatic Impact
Gain the defensive reaction of this Runic Module.
Defensive Swipes
Gain the defensive reaction of this Runic Module.
Distracting Tags
Gain the defensive reaction of this Runic Module.
Exposing Hits
Gain the defensive reaction of this Runic Module.
Reaping Rakes
Gain the defensive reaction of this Runic Module.
Seeking Strikes
Gain the defensive reaction of this Runic Module.
Splitting Weapon
Gain the defensive reaction of this Runic Module.
Expanded Core
Starting at 10th level, your mastery of the Runecore allows you to have two enchantments active at once, instead of one.
When activating a Runic Module as a bonus action you can activate one or two Modules of your choice.
If you attempt to activate a 3rd enchantment while two are already active, you can choose which of the current enchantments to replace.
Additionally your Runecores act as a magical +1 weapon that increases the attack and damage roll by +1. This bonus only applies if the original weapon does not already grant this or a greater bonus.
Module Overdrive
At 15th level, you learn how to intensify the power of your Runic Modules when it counts.
When you make an attack roll using a Runecore with one or more active enchantments, you can expend 1 Extra Attack to empower the enchantment(s).
If dice are rolled as part of the enchantment's effects, roll twice as many dice and use twice as many results. If a saving throw is made as part of the enchantment's effects, it is made at disadvantage. If armor class is affected as part of the enchantment's effects, double the amount. If range is given as part of the enchantment's effects, the range is doubled. If HP regeneration or gain is part of the enchantment's effects, you regain twice as much HP.
You can only activate Module Overdrive once per turn.
Additionally your Runecores act as a magical +2 weapon that increases the attack and damage roll by +2. This bonus only applies if the original weapon does not already grant this or a greater bonus.
Etched Artifact
At 18th level your Runecore has become the pinacle of Runic design and becomes worthy of being called an artifact. Your Runecore gains 1 Major and 1 Minor beneficial property. You can choose the properties to fit the Runecore and create your envisioned weapon of choice. This process is repeated for any other new Runecore created. You can work together with your GM do determine to which effect these beneficial properties work and are defined.
Additionally your Runecores act as a magical +3 weapon that increases the attack and damage roll by +3. This bonus only applies if the original weapon does not already grant this or a greater bonus.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/10/2023 11:54:46 PM
|
8
|
0
|
1.0
|
Coming Soon
|
Comments