Fighter
Base Class: Fighter

Runewalkers are warriors who wield the power of ancient battle magic called Runes. These runes have a wide variety of powers, and Runewalkers use these powers to fulfil their duties. Runes are drawn in the air or on objects using a small amount of blood. Runewalkers learn these runes from other Runewalkers, or tomes that teach the technique of runes. No matter how one learns about them, a Runewalker has the tools necessary for any scenario. 

Student of The Rune

At level 3, you gain the knowledge necessary to understand runes. You gain proficiency in Arcana, and Religion. 

Blood Mana

Starting at 3rd level, you gain access to Blood Mana, a special resource that powers your runes through your own vitality.

  • Blood Mana Points (BMP): You have a pool of Blood Mana Points equal to 3 + your Constitution modifier. These points are used to activate and fuel your runic abilities.

  • Regaining Blood Mana: You can regain Blood Mana Points by sacrificing your own vitality. As a bonus action, you can roll a d12 and take damage equal to the result. You regain an equal number of Blood Mana Points.

  • Damage Source: The damage taken to regain Blood Mana Points bypasses temporary hit points and resistances.

Rune Options

This is a list of the Rune Options you have. You gain 2 Runes at level 3, and gain an additional rune at levels 4, 6, 8, 10, 12, 14, 16, and 18. 

Rune: Astral Safehouse

You are able to draw a rune that conjures a portal to an astral safehouse. 

  • Activation: As a bonus action, spend 1 BMP to carve an intricate rune into the ground or on a doorway.
  • Effect: The rune creates an entryway only accessible by you and creatures you give access to. Inside is an astral saferoom that has the following details...
    • The house is a 200 square foot wide square space containing a single bedroom, kitchen, washroom, living room, and storage room. The rooms can be arranged in any way.
    • The space is lit by lanterns that emit a 30ft glow, there are 4 in each room. The rooms themselves are functional, waste is disposed into the astral plane, and water is infinite.
    • The rooms still need maintenance, there is no infinite supply of food or resources, so stocking the safehouse with resources is required to cook, clean, and change sheets or furniture. 
    • The Safehouse does not come equipped with furniture or decorations worth more than 50gp, additionally, any items that were conjured with the safehouse cannot be removed from it, but items from outside the safehouse can be taken out.
    • The door to the safehouse disappears once the owner enters the safehouse, but reappears when the owner leaves. The door can only stay active for 1 hour once conjured.

 

Rune: Blink Step

You empower yourself with a rune that allows you to teleport short distances with ease, moving like a flicker of light.

  • Activation: As a bonus action, spend 1 BMP to inscribe a glowing rune on yourself. The rune lasts for 1 minute or until dismissed early (no action required).

  • Effect: While the rune is active, you can teleport up to 60 feet to a location you can see.

    • The first teleport during this duration is free (does not require an action).
    • Each subsequent teleport requires a bonus action to activate.
    • The teleportation must have a clear path and cannot pass through magical barriers or solid objects.

 

Rune: Conqueror

You are able to draw a rune that sends a paralyzing shockwave out of it.

  • Activation: You may use Bonus Action to spend 1 BMP to draw a rune in the air, the rune then explodes with a 30ft spherical radius, any hostile creatures caught in the radius must make a Constitution saving throw.
  • Effect: On a fail, all hostile creatures become paralyzed until the end of their next turn. On a success, you have advantage on your next attack roll. 

Rune: Elemental Infusion

You can use your Blood Mana to empower weapons or objects with elemental energy.

  • Activation: As a bonus action, you can spend 1 Blood Mana Point (BMP) to place a rune on a weapon or object within 5 feet of you.
  • Elemental Choice: When you place the rune, choose one of the following damage types: Fire, Cold, Lightning, or Acid.
  • Effect: The infused weapon or object deals an additional 2d6 damage of the chosen type when it hits a target. This effect lasts for 1 minute or until you end it early (no action required).

The bonus elemental damage increases as you gain levels in this class:

  • 7th level: 3d6
  • 10th level: 4d6
  • 15th level: 5d6
  • 18th level: 6d6

Rune: Guardian Ward

You are able to inscribe protective runes on armor or shields to grant others protective abilities.

  • Activation: As a bonus action, spend 2 BMP to inscribe a glowing rune on your or a creature's armor or shield within 10 feet.
  • Effect: For the next 10 minutes, the infused armor grants its wearer a +2 bonus to AC. Additionally, the first time the wearer is reduced to 0 hit points during this duration, they are instead reduced to 1 hit point and the rune fades.

 

Rune: Healing Light

You have mastered the art of inscribing a rune that radiates restorative energy, healing and empowering your allies.

  • Activation: As a bonus action, spend 2 BMP to conjure a glowing rune in the air at a point within 30 feet of you. The rune remains active for 1 minute or until you end it early (no action required).

  • Effect: At the start of each affected creature’s turn, you and all friendly creatures within 30 feet of the rune regain 1d8 + your Fighter level hit points.

  • If a creature already has full hit points, the rune gives no additional HP..

Rune: Memory Forge

You gain the power to manipulate the memories of others, shaping their perception of reality.

  • Activation: As a bonus action, spend 3 BMP to draw a rune on a creature's forehead within 5 feet of you. The target must succeed on a Wisdom saving throw or become stunned for 1 minute. On a successful save, the creature is unaffected. 

  • Effect: While the target is stunned, you gain access to their memories, viewing them as vivid visions in your mind. During this time you are also stunned. Additionally during this time, you may roll a D20, on an 10 or lower you lose focus on the rune and the enchantment breaks, causing the creature and yourself to return to normal, on an 11 or higher choose one of the following:

    • Remove a Memory: Erase a specific memory of the creature, up to hour long.
    • Add a Memory: Implant a new memory in the creature’s mind, representing up to 1 hour of events. The creature perceives the added memory as real and truthful.
  • Limitations: You may not both add and remove a memory during the same use of this ability. If the target regains consciousness (e.g., through taking damage), the effect ends prematurely. After altering a memory (either adding or removing), you must complete a short or long rest before you can use this ability again. Attempting to bypass this restriction causes you to gain 1 level of exhaustion.

 

 

Rune: Mindlink

You inscribe a rune that establishes a telepathic bond between you and another creature, allowing silent communication over great distances.

  • Activation: As a bonus action, spend 1 BMP to draw a glowing rune on a creature within 5 feet of you.

  • Effect: For the next 8 hours, you and the marked creature can communicate telepathically, regardless of language, as long as you are within 1 mile of each other.

    • The bond is two-way, allowing both parties to send and receive thoughts freely.
    • The telepathic communication ends early if the rune is dispelled or removed.

 

Rune: Stormcaller

You are able to draw a rune that summons powerful lightning strikes.

  • Activation: As a bonus action, spend 3 BMP to draw a crackling rune in the air, summoning a lightning bolt to strike any targets within a 10ft sphere. 
  • Effect: The targets must make a Dexterity saving throw . On a failed save, they take Xd6 lightning damage where your fighter level represents the X and are stunned until the end of their next turn. On a successful save, they take half damage and are not stunned.

 

Rune: Truesight

You can invoke a rune to pierce through darkness and deception, revealing hidden truths.

  • Activation: As a bonus action, you can spend 1 Blood Mana Point (BMP) to trace a glowing rune in the air, causing your pupils to radiate golden light.
  • Duration: For the next 10 minutes, you gain the following benefits:
    • Enhanced Vision: You gain Darkvision out to 120 feet, even in magical darkness.
    • See Invisibility: You can perceive invisible creatures and objects within range.
    • True Sight: You can see through illusions and discern a creature’s true form if it is shapeshifted or disguised by magic, within 120 feet.
    • Keen Insight: You have advantage on checks to gather information about creatures you can see

Weapon Enchanter

At 7th level, your mastery over runes allows you to imbue a weapon with potent magical energy, transforming it into an Enchanted Weapon.

  • Activation: After completing a long rest, you may choose one weapon you are proficient with to enchant with a rune. The enchantment lasts until you decide to enchant a different weapon.

  • Effect: The Enchanted Weapon gains the following benefits:

    • +1 Bonus to Attack Rolls: The weapon gains a +1 bonus to attack rolls.
    • Summoning: The weapon can be summoned to your hand instantly, regardless of distance.
    • Elemental Infusion: The weapon deals an additional 2d6 damage of any damage type except piercing, slashing, or bludgeoning (choose when you enchant the weapon).
    • Limitations: You can only have one Enchanted Weapon at a time. Enchanting a new weapon requires a long rest, and the previous Enchanted Weapon loses its magic.
  • Limitation: You cannot use the Elemental Infusion Rune on an Enchanted Weapon.

Rune Expert

At 10th level, your proficiency with runic magic allows you to seamlessly combine your combat techniques with the power of your runes. 

  • Activation: When you use your Second Wind feature as a bonus action, you may also choose to cast a rune that you know, expending your bonus action to do so.

  • Effect: After using Second Wind, roll a d20:

    • On a roll of 5 or lower, you gain 1 level of exhaustion due to the strain of channeling runic magic while fighting.
    • On a roll of 6 or higher, you are unaffected and do not suffer exhaustion.
    • You may only use this feature once per short or long rest.

 

Rune Surge

At 15th level, you learn to harness the power of your runes and Blood Mana to fuel your combat prowess in the heat of battle. 

  • Activation: When you use your Action Surge feature, all expended Blood Mana Points (BMPs) are fully restored.
  • Limitations: This feature can only be used once per long rest.

Rune Master

At 18th level, your mastery of the Runic Arts reaches its pinnacle. You can now weave multiple runes into your combat style with incredible speed and efficiency. 

Activation: When you use your Bonus Action to cast a rune, you may cast one additional rune that you know, also using your Bonus Action.

  • Both runes must be cast using the same Bonus Action and Blood Mana Points required for each rune.
  • You must have enough Blood Mana Points (BMPs) to spend for both runes.

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