Fighter
Base Class: Fighter

A knight blessed with the knowledge and craft of both the ever fearsome giants and the mighty stone carving dwarves. You have learned their tenacity for using magic unconventionally through rigorous study and apprenticeship, specifically their use of rune carving to imbue objects with spells.

A powerhouse who can cast spells faster than any other, and a powerful fighter spellcaster subclass that fits both the utility and combat role nicely, being a wonderful spellblade and the only subclass in the game who can cast spells THIS fast.

(This class has access to the wizard, warlock, cleric, and druid spell lists but only up to level 4, same scaling as the eldritch knight.)

[Apologies if some spells appear more than once, its the multiple spell lists clashing with each other.]

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard, druid, warlock, and cleric spell list.

Cantrips

You learn two cantrips of your choice from the wizard, warlock, druid, and cleric spell list. You learn an additional wizard or cleric cantrip of your choice at 10th level.

Spell Slots

The Runic Invocation Knight Spellcasting table shows how many spell slots you have to cast your wizard, druid, warlock, and cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric or wizard spells of your choice.

The Spells Known column of the Runic Invocation Knight Spellcasting table shows when you learn more wizard, druid, warlock, and cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard, druid, warlock, or cleric spell list. The new spell must be of a level for which you have spell slots, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Constitution is your spellcasting ability for your wizard and cleric spells, since you learn your spells through study and memorization. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a wizard, druid, warlock, and cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Runic Invocation Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Runic Invocation

Your connection with dwarven and giant ancestry or kinship has granted you the ability to store spells within runes.

  • Select spells from the improved eldritch knight, warlock, druid, and or cleric spellcasting list [only up to level 4, like the eldritch knight.] You can choose up to 6, based on your proficiency bonus, and up to 2 cantrips that you have access to. You choose these at the start of the day. Using an action inside or outside of combat you may carve a rune into a piece of worn equipment to store these spells within your gear. These runes last for 24 hours and allow you to invoke these spells faster than any other caster, and you can invoke them multiple times. HOWEVER, you cannot cast magic inherently without these runes. [you can overlap and grab 2 of the same 1st level or 2nd level spells, but you cannot choose the same spell after 3rd level. you cannot choose spells that deal damage as an attack, BUT you can choose attack cantrips.]

  • You can invoke your rune per turn as follows: you may cast a utility/non attack spell or cantrip as a bonus action, and you can cast reaction runes as... a reaction... duh. spell runes have charges equal to your proficiency bonus that act as leveled spell slots, and you can carve a number of runes per long rest equal to your proficiency bonus. You CANNOT carve more runes than your proficiency modifier unless specifically otherwise stated, unless otherwise stated you may only have 6 spell runes and 2 cantrip runes at once at any given time. [Once all rune charges on a specific spell rune have been depleted, the rune disappears from your piece of equipment forever, and you must re carve the rune to be able to invoke spells again. They do not disappear automatically until 24 hours after being carved if you do not use all the charges. Cantrips last a full 24 hours before they fade.] {The only way the charges and number of runes able to be carved will increase is by proficiency bones or by later subclass features.}

  • Your magic runes imbue you with immense power in an aura around you. You have charges equal to your proficiency bonus (separate from rune slots and rune charges) that you can invoke to give yourself advantage on a single skill check or saving throw of any kind as a reaction, you cannot use this to recast a failed roll with an attack or spell. You must have a spell [not cantrip] rune equipped and with charges left to use this. Does not take charges from the runes, but you need to have them equipped to use this as their magic aura imbues you with power. These recharge when you carve any rune. [Yes, you can choose to only carve 3 or something runes at the start of the day, then deplete all 6 charges of this ability, then carve your 4th rune outside of combat to recharge this, effectively giving you up to 24 uses of this per day. But hey, not having max runes means less spells you can invoke. Be smart!]

Imbued Blade

Your attacking cantrip magic runes have 2 very special properties when imbued onto your weapon.

  • Cantrip Blade (Once per action when you take the "attack" action, you cast fire bolt or another chosen attack cantrip alongside your attack when it is carved into your weapon. If you cast action surge it will let you re use this for one attack per turn.) [This has 1 use per action, which raises to 2 at level 13]

  • Elemental Blade (When imbue an attack cantrip on your weapon, For the duration of the rune, the weapon gains +1 to attack rolls, +1 to damage, and the weapon deals an extra 1d6 damage of the chosen element when it hits.) [At level 13 this increases. giving you a +2, +2, and raising the elemental die to 1d8]

Runic Shield

You have become so accustomed to casting your runes you can instinctively and quickly protect your allies with them.

  • (At level 7, you learn to invoke your rune magic at blazing speed to protect your allies. When another creature you can see within 60 feet of you is about to be hit by an attack roll, you can use your reaction to summon a rune in front of the enemy's attack which opens a portal to you, making the attack hit you instead. However, while opening the portal you can activate a reaction rune such as shield or absorb elements on yourself.) [This has charges equal to... GUESS WHAT! your proficiency bonus. And it replenishes on a long rest.]

Runic Speed

You have become so good at using your runes that you can cast cantrips quicker than any other.

  • You gain the ability to turn all utility/non damaging runic cantrips that you could once invoke as a bonus action as a reaction. You can still invoke them as a bonus action, you just gain the option to use them as a reaction as well. All cantrips that do not deal damage are affected by this. [ALSO spells/cantrips that would only affect you can be cast on others as a reaction like true strike and blade ward.]

  • This allows you to cast blade ward on yourself as a reaction, or true strike if your attack would have missed.

Rune Magic Adept

You have almost fully mastered the use of your runes, gaining you additional speed and making you the fastest spell-slinger in Faerun.

  • By level 15, you are so adept with your runic magic that you can cast them on pure instinct alone, making you the fastest spellcaster. This gives you 1 charge per turn (gained every turn, you can only have 1 max and it recharges every turn) which can be used to cast an additional spell. This grants you the power to invoke an additional bonus action spell/cantrip or reaction spell once per turn, allowing you to either use 2 bonus action runes and 1 reaction rune, or 1 bonus action rune and 2 reaction runes. Runic shield is not affected by this, and still takes 1 reaction to cast it and a reaction rune spell.

  • Also grants an additional amount of runes able to be carved by +1, and increases cantrip runes able to be carved by 1. 7 spell runes and 3 cantrip runes at once, and you gain 1 more spell rune at level 18.

RUNE MASTER

You have officially mastered the use of your runes, becoming the fastest and one of the most potent spellcasters and spellblades alive.

  • Your rune charges increase by +1, making each rune capable of being invoked 8 times before fully depleting.
  • At the start of combat, if you have 1 or multiple runes with 3 or less charges left, regain 2 charges on each rune that applies. Does not work if you fully deplete it... duh. You can restore every rune at once if they all are applicable. Making the max charges regained by this feature go up to 16 charges if all 8 runes have 3 or less charges left.

Runic Invocation Knight Image

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes