Fighter
Base Class: Fighter

Efreeti subclass

Bonus Proficiencies

3rd-level Rune Knight feature

You gain proficiency with smith’s tools, and you learn to speak, read, and write ignan.

Imprint

3rd-level Flametouched feature.

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You can infuse some of your innate magic into your gear, enhancing it by leaving a rune-like fingerprint on it. You learn two imprints of your choice, among the imprints described below, and each time you gain a level in this class, you can replace one imprint you know with a different one from this feature. When you reach certain levels in this class, you learn additional imprints, as shown in the Imprints Known table. 

 

Whenever you finish a long rest, you can touch a number of objects equal to the number of imprints you know, and press a different imprint onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your imprint remains on an object until you finish a long rest, and an object can bear only one of your imprints at a time.




Runes Known
Fighter Level Number of Runes
3rd 2
7th 3
10th 4
15th 5

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. 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.

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

Imprint of Smoke (Replaces Cloud Rune).

This Imprint emulates the deceptive and cutthroat tactics used by many Efreeti merchants, both in the stalls of a bazaar and when making wishes with mortals. While wearing or carrying an object inscribed with this imprint, you have advantage on Sleight of Hand checks and Deception checks.

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In addition, 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 imprint and cause a burst of black smoke to appear. Choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, appearing through another burst of smoke, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this imprint, you can’t do so again until you finish a Long Rest.



In addition, 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 attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Imprint of Flame.

This Imprint channels the incomparable craftsmanship of the Efreeti Forgemasters, the greatest artisans the multiverse has ever seen. While wearing or carrying an object inscribed with this imprint, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

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In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon flaming chains, similar to those used in the slaving pits of the City of Brass. The target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be Restrained for 1 minute. While restrained by the chains, the target takes 2d6 fire 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 chains on a success. Once you invoke this imprint, you can’t do so again until you finish a short or long rest.



In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire 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 shackles on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Imprint of Brimstone.

This Imprint evokes the strength of Efreeti Brimstone, a unique and durable mineral used to pave the roads of the Grand Sultan’s palace. While wearing or carrying an object inscribed with this imprint, you have advantage on Athletics and Intimidation checks.

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In addition, you can invoke this imprint as a Bonus Action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to your Armor Class, and you cannot be forcibly moved against your will by nonmagical means. Once you invoke this imprint, you cannot do so again until you finish a short or long rest.



In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Imprint of Heat.

This imprint invokes the roaring heat of the Elemental Flame of Fire, an inhospitable realm for almost anyone that isn’t a Fire Elemental. While wearing or carrying an object inscribed with this imprint, you have advantage on Insight checks, and you have blindsight out to 5 feet.

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In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke this imprint and force the creature to make a Constitution saving throw. Creatures made of metal or wearing medium or heavy armor make this saving throw with disadvantage, while creatures with an Immunity to fire damage make it with advantage. Creatures who are both make the saving throw as normal. On a failure, the creature has its Armor Class reduced by -4 and gains three levels of Exhaustion for 1 minute, as if they’d been hit by an extreme heat wave. The creature can repeat its saving throw at the end of each of its turns, ending the effect early on a success. Once you invoke this imprint, you can’t do so again until you finish a short or long rest.

(Reminder: Three Levels of Exhaustion provides ‘Disadvantage on Ability Checks,’ ‘Speed being Halved,’ and ‘Disadvantage on Attack Rolls and Saving Throws.)



Imprint of Wildfire.

This imprint invokes the unbridled intensity of a surging wildfire, a frequent occurrence whenever the Efreeti attend the material plane for any amount of time. While wearing or carrying an object that bears this imprint, you have advantage on saving throws against being poisoned, and you have resistance to poison damage.

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In addition, you can invoke this rune as a bonus action, gaining Immunity to Fire damage and a Speed increase of 10 feet for 1 minute. Once you invoke this imprint, you can’t do so again until you finish a short or long rest.



Imprint of Wondermaking. Using this rune, you can glimpse the future with 1% of wish power. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.

In addition, 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. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Imprint of Brimstone

This Imprint evokes the strength of Efreeti Brimstone, a unique and durable mineral used to pave the roads of the Grand Sultan’s palace. While wearing or carrying an object inscribed with this imprint, you have advantage on Athletics and Intimidation checks.

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In addition, you can invoke this imprint as a Bonus Action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to your Armor Class, and you cannot be forcibly moved against your will by nonmagical means. Once you invoke this imprint, you cannot do so again until you finish a short or long rest.



Imprint of Flame

This Imprint channels the incomparable craftsmanship of the Efreeti Forgemasters, the greatest artisans the multiverse has ever seen. While wearing or carrying an object inscribed with this imprint, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

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In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon flaming chains, similar to those used in the slaving pits of the City of Brass. The target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be Restrained for 1 minute. While restrained by the chains, the target takes 2d6 fire 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 chains on a success. Once you invoke this imprint, you can’t do so again until you finish a short or long rest.




Imprint of Heat

This imprint invokes the roaring heat of the Elemental Flame of Fire, an inhospitable realm for almost anyone that isn’t a Fire Elemental. While wearing or carrying an object inscribed with this imprint, you have advantage on Insight checks, and you have blindsight out to 5 feet.

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke this imprint and force the creature to make a Constitution saving throw. Creatures made of metal or wearing medium or heavy armor make this saving throw with disadvantage, while creatures with an Immunity to fire damage make it with advantage. Creatures who are both make the saving throw as normal. On a failure, the creature has its Armor Class reduced by -4 and gains three levels of Exhaustion for 1 minute, as if they’d been hit by an extreme heat wave. The creature can repeat its saving throw at the end of each of its turns, ending the effect early on a success. Once you invoke this imprint, you can’t do so again until you finish a short or long rest.

(Reminder: Three Levels of Exhaustion provides ‘Disadvantage on Ability Checks,’ ‘Speed being Halved,’ and ‘Disadvantage on Attack Rolls and Saving Throws.)



Imprint of smoke

This Imprint emulates the deceptive and cutthroat tactics used by many Efreeti merchants, both in the stalls of a bazaar and when making wishes with mortals. While wearing or carrying an object inscribed with this imprint, you have advantage on Sleight of Hand checks and Deception checks.

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In addition, 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 imprint and cause a burst of black smoke to appear. Choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, appearing through another burst of smoke, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this imprint, you can’t do so again until you finish a Long Rest.




Imprint of Wildfire

This imprint invokes the unbridled intensity of a surging wildfire, a frequent occurrence whenever the Efreeti attend the material plane for any amount of time. While wearing or carrying an object that bears this imprint, you have advantage on saving throws against being poisoned, and you have resistance to poison damage

In addition, you can invoke this rune as a bonus action, gaining Immunity to Fire damage and a Speed increase of 10 feet for 1 minute. Once you invoke this imprint, you can’t do so again until you finish a short or long rest.



Imprint of Wondermaking

Using this imprint you can siphon 1% of a wishes power. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.

In addition, you can invoke the imprint 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. Once you invoke this imprint, you can’t do so again until you finish a short or long rest.

Smoldering form

3rd-level Flametouched feature.

You have learned to imbue yourself with the might of the Efreeti, the smoldering overlords of the Elemental Plane of Fire. As a bonus action, you magically gain the following benefits, which last for 1 minute:

  • If you are a size smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
  • You have advantage on Strength checks and Strength saving throws.
  • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can choose for this damage to either be the weapons regular damage type, or fire damage as Efreeti flames surge from your strike.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.




Erupting word

7th-level Flametouched feature.

You’ve learned a minor Word of Power, pulling upon the wish-granting power of the Efreeti to protect your allies. When another 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 reroll the d20 and use the new roll, as a brief wall of flame erupts between the attacker and your ally.

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




Efreeti Combat Training

10th-level Flametouched feature.

You’ve studied the fighting styles of the Efreeti, and have learned many of their techniques. You can choose a second option from the Fighting Style class feature.

Additionally, you learn two Maneuvers from the Battle Master Maneuver list, and gain two Superiority Dice (d6’s). You can use each of these Maneuvers once, and must finish a short or long rest before you can do so again.



Battle Master Maneuvers

you learn two Maneuvers from the Battle Master Maneuver list, and gain two Superiority Dice (d6’s). You can use each of these Maneuvers once, and must finish a short or long rest before you can do so again.

Efreeti Great Weapon Fighter

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Imprinted warrior

15th-level Flametouched feature.

You can invoke each Imprint you know from your Imprints feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.



Efreeti god of battle

won't be able to reach this level