Fighter
Base Class: Fighter

The Runic Battcasters are warriors who combine martial prowess with the arcane knowledge passed down through generations. Their training involves rigorous study of ancient texts, meditation on the meaning of runes, and honing their skills in both combat and magic. Through discipline and dedication, they learn to channel the raw energy of the runes, shaping it to their will and unleashing devastating spells upon their foes.

Legend has it that the Runic Battcasters were once the guardians of ancient civilizations, protecting sacred sites and mystical artifacts from those who sought to exploit their power. In times of great peril, they would rise to defend their people, wielding their enchanted weapons and casting potent spells to vanquish any threat.

Today, the Runic Battcasters are a rare sight, their order shrouded in mystery and secrecy. They wander the world as solitary figures, seeking to uncover lost knowledge and preserve the ancient traditions of runic magic. Some say they hold the key to unlocking the secrets of the universe, while others regard them with fear and suspicion, wary of their formidable powers.

Runic Casting

Beginning at 3rd level, you gain the ability to cast spells using runes. You learn a set of rune spells, detailed in the Runic Spells list below. You can cast these spells without material components by tracing the corresponding runes in the air. You are able to cast 3+your level amount of runes per Short Rest before they must be recharged. Here is the list of Runes you can use at your level and their effects.

  1. Rune of Flame (3rd Level): You create a fiery rune in the air that deals 1d8 fire damage to a target within 60 feet.
  2. Rune of Frost (3rd Level): You create a freezing rune in the air that deals 1d8 cold damage to a target within 60 feet and reduces its speed by 10 feet until the start of your next turn.
  3. Rune of Thunder (4th Level): You create a thunderous rune in the air that deals 2d8 thunder damage to a target within 60 feet and pushes it 10 feet away from you.
  4. Rune of Warding (4th Level): You create a protective rune in the air that grants resistance to a damage type of your choice to a creature you touch until the start of your next turn.
  5. Rune of Swift Stride (5th Level): You create a rune in the air that grants a creature you touch an additional 30 feet of movement speed until the start of your next turn.
  6. Rune of Shockwave (5th Level): You create a rune in the air that detonates in a 10-foot radius sphere centered on a point you can see within 60 feet. Each creature in the area must make a Dexterity saving throw or take 3d6 thunder damage and be pushed 10 feet away from the center of the sphere on a failed save, or half as much damage and not be pushed on a successful one.
  7. Rune of Shadowmeld (6th Level): You create a shadowy rune in the air that obscures the vision of creatures within a 15-foot radius sphere centered on a point you choose within 60 feet. Creatures within the area have disadvantage on Wisdom (Perception) checks that rely on sight.
  8. Rune of Healing (6th Level): You create a healing rune in the air that restores hit points to a creature within 60 feet. The target regains 2d8 + your fighter level hit points.
  9. Rune of Disruption (7th Level): You create a disruptive rune in the air that disrupts the magical energies of a creature within 60 feet. The target must make a Wisdom saving throw or be unable to cast spells or use magical abilities until the start of your next turn.
  10. Rune of Flight (7th Level): You create a rune in the air that grants a creature you touch the ability to fly at a speed of 60 feet for 1 minute.
  11. Rune of Forcefield (8th Level): You create a protective rune in the air that surrounds a creature within 60 feet in a shimmering forcefield. The target gains a +2 bonus to AC until the start of your next turn.
  12. Rune of Teleportation (8th Level): You create a teleportation rune in the air that teleports a creature within 60 feet to another location within 100 feet of you.
    1. Rune of Lightning (9th Level): You create a crackling rune in the air that releases a bolt of lightning, dealing 3d6 lightning damage to a target within 60 feet.
    2. Rune of Earthquake (9th Level): You inscribe a powerful rune in the air that causes the ground to shake violently within a 20-foot radius centered on a point you choose within 60 feet. Each creature in the area must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage and be knocked prone.
    3. Rune of Protection (10th Level): You create a defensive rune in the air that grants advantage on saving throws against spells and other magical effects to a creature you touch until the start of your next turn.
    4. Rune of Silence (10th Level): You inscribe a rune in the air that creates a sphere of silence with a 20-foot radius centered on a point you choose within 60 feet. All sound is suppressed within the area, and creatures inside the sphere are unable to hear anything outside of it.
    5. Rune of Invisibility (11th Level): You create an invisible rune in the air that renders a creature invisible until the start of your next turn.
    6. Rune of Illusion (11th Level): You conjure an illusory rune in the air that creates an image or sound of your choice within 30 feet. The illusion lasts for 1 minute and can be of any non-magical object, creature, or sound.
    7. Rune of Banishment (12th Level): You inscribe a banishing rune in the air that forces one creature within 60 feet to make a Charisma saving throw. On a failed save, the creature is banished to its native plane of existence if it is not native to the plane you are currently on. If the creature is native to the plane you are on, it is instead frightened for 1 minute.
    8. Rune of Absorption (12th Level): You create an absorbing rune in the air that absorbs incoming magical energy. For the next minute, you have advantage on saving throws against spells and other magical effects, and you regain hit points equal to half the damage dealt to you by spells.
    9. Rune of Amplification (13th Level): You inscribe an amplifying rune in the air that increases the potency of spells cast within a 20-foot radius centered on a point you choose within 60 feet. Spells cast in the area have their damage increased by 1d6, and creatures affected by the spells have disadvantage on saving throws against them.
    10. Rune of Reflection (13th Level): You create a reflecting rune in the air that reflects incoming magical attacks back at their caster. For the next minute, any spell or magical effect targeted at you is reflected back at the caster, using their spell attack bonus or saving throw DC.
    11. Rune of Restoration (14th Level): You inscribe a restoring rune in the air that removes one negative condition or effect from a creature within 60 feet.
    12. Rune of Purification (14th Level): You create a purifying rune in the air that removes all curses, diseases, and poisons affecting a creature within 60 feet.
    13. Rune of Concealment (15th Level): You inscribe a concealing rune in the air that hides objects or creatures from detection. For the next hour, any object or creature within a 10-foot radius of the rune is hidden from divination magic and cannot be detected by magical means.
    14. Rune of Gravity (15th Level): You create a gravitational rune in the air that manipulates gravity within a 20-foot radius centered on a point you choose within 60 feet. Creatures and objects within the area must make a Strength saving throw or be pulled towards the center of the rune and become restrained until the start of your next turn.
    15. Rune of Time Warp (16th Level): You inscribe a time-warping rune in the air that distorts time within a 20-foot radius centered on a point you choose within 60 feet. Time within the area slows down, causing creatures inside it to move at half speed and have disadvantage on attack rolls, ability checks, and saving throws until the start of your next turn.
    16. Rune of Petrification (16th Level): You create a petrifying rune in the air that turns creatures within a 10-foot radius centered on a point you choose within 60 feet to stone. Each creature in the area must make a Constitution saving throw or be restrained and turned to stone until freed by the Greater Restoration spell or similar magic.
    17. Rune of Summoning (17th Level): You inscribe a summoning rune in the air that summons one creature of challenge rating 2 or lower to a point you choose within 60 feet. The creature is friendly to you and your companions and follows your verbal commands to the best of its ability for 1 hour, after which it disappears.
    18. Rune of Transformation (17th Level): You create a transformative rune in the air that alters the form or appearance of a creature or object within 60 feet. You can choose one of the following effects:
      • Change the appearance of an object or creature.
      • Grant a creature temporary hit points equal to your fighter level.
      • Change the size or shape of an object or creature, within certain limitations determined by the complexity of the transformation.
        1. Rune of Time Manipulation (18th Level): You inscribe a complex temporal rune in the air, granting you control over time itself. This spell allows you to manipulate the flow of time within a 30-foot radius sphere centered on a point you can see within 60 feet. You can choose one of the following effects:
        • Time Stop: You freeze time for all creatures within the area except yourself, allowing you to take additional turns for a duration of up to 1 minute.
        • Temporal Acceleration: You accelerate time for a creature or object within the area, granting it an additional action on its turn for a duration of up to 1 minute.
        1. Rune of Planar Shift (18th Level): You inscribe a potent interplanar rune in the air, granting you the ability to traverse between different planes of existence. This spell allows you to open a temporary portal to a destination plane of your choice. The portal remains open for a duration of up to 1 minute, allowing creatures to pass through it bi-directionally.

        2. Rune of Absolute Warding (19th Level): You inscribe an impregnable defensive rune in the air, creating an area of absolute protection. This spell creates a spherical barrier with a radius of up to 30 feet centered on a point you can see within 60 feet. The barrier blocks all incoming attacks, spells, and effects, providing total cover to all creatures within it. The barrier remains in place for a duration of up to 1 minute.

        3. Rune of Celestial Blessing (19th Level): You inscribe a divine rune in the air, invoking the blessing of celestial beings. This spell calls upon celestial energy to bestow powerful boons upon creatures within a 30-foot radius sphere centered on a point you can see within 60 feet. All friendly creatures within the area gain advantage on attack rolls, saving throws, and ability checks for a duration of up to 1 minute.

        4. Rune of Eldritch Annihilation (20th Level): You inscribe a rune infused with eldritch power in the air, unleashing devastating arcane energies. This spell releases a wave of destructive force in a 60-foot cone originating from a point you can see within range. Each creature in the area must make a Dexterity saving throw, taking 12d10 force damage on a failed save, or half as much damage on a successful one.

        5. Rune of Ultimate Resurrection (20th Level): You inscribe a powerful resurrection rune in the air, calling upon the forces of life and death. This spell allows you to resurrect a deceased creature of your choice within range, restoring it to life with full hit points and removing any conditions that caused its death. The resurrection ritual takes 1 hour to complete, and the target must have died within the last 100 years.

         
         
         
 
 

Runic Channeling

At 7th level, you can channel the power of your runes to enhance your martial prowess. As a bonus action, you can inscribe a rune in the air and choose one of the following effects:

  • Rune of Precision: Your attacks gain a +2 bonus to attack rolls until the end of your turn.
  • Rune of Protection: You gain resistance to a damage type of your choice until the start of your next turn.
  • Rune of Agility: Your movement speed increases by 10 feet until the end of your turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a short or long rest.

Runic Infusion

Starting at 10th level, you can channel the power of your runes into your weapons and armor. As an action, you can inscribe a rune in the air and touch a weapon or a piece of armor. The item becomes infused with magical energy until the next dawn. You can choose one of the following effects:

  • Weapon Infusion: The weapon gains a +1 bonus to attack and damage rolls, and its attacks deal an additional 1d4 damage of a type of your choice.
  • Armor Infusion: The armor gains a +1 bonus to AC, and you have advantage on saving throws against being charmed or frightened.

Arcane Surge

At 15th level, your mastery over runic magic allows you to channel additional arcane energy into your weapon strikes. Once per turn, when you hit a creature with a weapon attack, you can choose to imbue the attack with extra arcane power, adding an additional 2d6 damage of a damage type of your choice (such as fire, cold, lightning, etc.).

Runic Ascendance

Upon reaching 18th level, you can temporarily unlock the full potential of your runic magic. As an action, you can activate Runic Ascendance, gaining the following benefits for 1 minute:

  • You gain resistance to all damage.
  • Your rune spells and Runic Channeling feature can be used without expending any charges "Go Crazy!"
  • All damage you deal with any weapon deals an additional 2d8 damage type of your choice 

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

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