Fighter
Base Class: Fighter

A fighter who uses magic runes to support themselves.

Rune Magic

Starting at 3rd level, you learn to harness the power of the magical runes that you draw on your body.

Runes. You learn four Runes of your choice, which are detailed under "Runes" below.

You learn one additional Rune of your choice at every odd level. Each time you learn new Runes, you can also replace one Rune you know with a different one.

Preparing and Activating Runes A Rune Knight can prepare up to 2 Runes. You learn to prepare 2 additional runes at 7th level, 10th level, and 15th level. You can change your prepared Runes when you finish a long rest.

Once you Activate a Prepared Rune you cannot use it again until you prepare it after a long rest. The effect of an activated Rune lasts for it's duration, or until you activate a different Rune, fall unconcious, or use a bonus action to end the effect.

Expended Runes Once a rune is activated, it becomes an Expended Rune. An Expended Rune remains until you take a long rest, or until it's channeled using one of your other class features.

 Runes

Acceleration

Acceleration. You can use a bonus action to activate this rune, and immediately make one weapon attack. For the next minute, you can make one weapon attack using a bonus action. You can perform this bonus action attack a number of times equal to your Constitution modifier (minimum of once). (Requires level 9.)

Accuracy

Accuracy You can activate this rune as a bonus action to add 1d4 to your next weapon attack roll. For the next minute, you can use a bonus action to add 1d4 to you next weapon attack roll, a number of times equal to your Constitution modifier (minimum of once).

Air Bubble

Air Bubble. Create a bubble of air around you out to 5 feet. Enough air for you and up to eight creatures for an hour.

Bridge

Bridge. As an action you can sprout a 3 foot wide bridge up to 30 feet in length. The bridge lasts for 1 hour. (Requires level 7.)

Fade Walk

Fade Walk. You can use an action to activate this Rune, and become invisible until the end of your next turn. For the next minute you can use an action to become invisible until the end of your next turn. You can only become invisible a number of times this way equal to your Constitution modifier (minimum of once). (Requires level 5)

Night Vision

Night Vision. As a bonus action you can activate this rune to gain Darkvision up to 60 feet for 1 hour. If you already have Darkvision, it increases by 60 feet. While this rune is active you can see through magical darkness.

Opening

Opening. As an action you touch a non-magical door or container, even if it is locked, it bursts open with a loud crash.

Opportunity

Opportunity. As a reaction when a creature enters your reach, you can expend the rune to make an opportunity attack against them.

Perservere

Perservere. When you take damage, you can use a reaction to expend this rune to reduce that damage taken. The damage is reduced by 1d10 + your constitution Modifier + your Fighter Level. If the damage is reduced to 0, you gain an equal number of Temporary Hit Points.

Persuade

Persuade. You can use an action to expend this Rune to gain advantage on Charisma checks against 1 creature of your choice that you can see when you expend this rune. This benefit lasts for 1 minute.

Protection

Protection. You can expend this Rune as a bonus action to gain the effects of the Protection from Evil and Good Spell for up to 1 minute.

Shadow Walk

Shadow Walk. As an action, you create a shadowy doppleganger of yourself with 1 hit point. When you conjure this creature, you become incapacitated and can see and hear through the your doppleganger. Your doppleganger can't attack, but can take actions as normal. You Doppleganger makes stealth checks with advantage while in dim light or darkness. This effect lasts for 1 minute, or until the doppleganger or yourself takes any damage.

Speak in Tongues

Speak in Tongues. Choose a creature who understands a language, that creature can understand you, and you can understand them for 1 hour.

Strength

Strength. When you expend this Rune as an action, your carrying capacity is doubled, and you have advantage on Strength checks for up to 1 hour.

 

Talent

Talent Activate this rune as an action to gain proficiency in a skill for 1 hour.

Thorns

Thorns. You can expend this rune using a bonus action. You gain temporary hit points equal to your constitution modifier. Whenever you take damage from a melee attack while you have these temporary hit points, your attacker takes force damage equal to your Constitution Modifier.

Warp Walk

Warp Walk. Expend this Rune as a bonus action to teleport up to 30 feet to an unoccupied space you can see. (Requires level 5)

Winged

Winged. You can expend this Rune as a reaction to slow your fall. Your decent slows to 60 feet per round, and you can move up to half your speed while falling. You take no falling damage while this rune is in effect. This effect lasts for up to 1 minute, or until you reach the ground.

Rune Blade

Starting at 3rd level, you learn a ritual that binds runic magic to a simple or martial melee weapon. You must perform the ritual over the course of a long rest.

Once on your turn, when you hit with an attack using your Rune Blade, you can channel the lingering magic from your expended runes into your weapon. You can choose to channel a number of runes equal to your Constitution Modifier. You deal 1d8 Force Damage for each Expended Rune channeled.

Magic Drain

Starting at 7th level, when you take damage from a spell, you can use your reaction to gain resistance to the damage, and you gain 2 expended runes. These Expended Runes last for 1 minute, after which they dissipate.

Once you use this feature, it can't be used again until you finish a short or long rest.

Improvise Runes

Starting at 10th level you can use a bonus action to channel two expended runes to prepare a Rune that you know.

Rune Master

Starting at 15th level, you gain mastery over a signature Rune. Choose one Rune that you know, and it becomes permanent. You never have to prepare it, and it never becomes expended. You can use this Rune a number of times equal to your Constitution modifier, and regain all uses after you finish a long rest.

Instant Runes

Starting at 18th level you can activate any rune that you know, even if you don't have it prepared.

Once you use this feature you can't use it again until you finish a short or long rest.

Previous Versions

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