Fighter
Base Class: Fighter

Through unwavering faith and divine revelation, you have learned to inscribe the sacred runes of the divine, channeling celestial power through your armor, weapons, and body. These holy inscriptions are blessings granted by Ilmater (or another deity of endurance and sacrifice), marking you as a champion of faith.

Whether you discovered these inscriptions through sacred texts, divine visions, or an ancient relic, you now wield them as proof of your devotion, manifesting heavenly strength in battle.

Bonus Proficiencies

3rd-level Sacred Rune Knight feature

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

Level 3: Blessed Engravings

At 3rd level, you learn to inscribe divine runes upon your equipment, carving the language of the gods into reality. You know two runes of your choice, chosen from the list below. Each time you gain a level in this class, you can replace a rune you know with another.

Whenever you finish a long rest, you can inscribe each rune you know onto a weapon, armor, shield, or another visible part of your body. Each rune grants a passive effect and an activated effect. The rune remains until you finish another long rest.

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 Wisdom modifier.

Rune of Burning Judgment (Fire Rune)

  • Rune of Burning Judgment (Fire Rune): Inscribed with the divine fury of martyrs, this rune brands your enemies with holy flame.

    • Passive: You gain expertise in blacksmith’s tools, and your weapon attacks ignore resistance to fire damage.
    • Activated (1/short rest): When you hit a creature with a weapon attack, you can invoke this rune to summon ethereal chains of searing light. The target takes 2d6 radiant damage and must succeed on a Strength saving throw or be restrained for 1 minute. They may repeat the save at the end of each turn.

Rune of Celestial Wind (Cloud Rune)

  • Rune of Celestial Wind (Cloud Rune): This rune embodies the miracle of foresight, allowing you to redirect harm as divine intervention.

    • Passive: You gain advantage on Dexterity (Acrobatics) checks.
    • Activated (1/short rest): When you or a creature you see within 30 feet is hit by an attack, you can invoke this rune to redirect the attack to another creature within 30 feet. The new target takes the full damage instead.

Rune of Divine Wings (Storm Rune)

  • Rune of Divine Wings (Storm Rune): This sacred mark grants you prophetic insight, sharpening your instincts.

    • Passive: You gain advantage on initiative rolls and Arcana (or Religion) checks.
    • Activated (1/short rest): As a bonus action, you enter a state of divine clarity for 1 minute. During this time, you can use your reaction to impose disadvantage on an enemy’s attack roll, ability check, or saving throw.

Rune of Endurance (Hill Rune)

  • Rune of Endurance (Hill Rune): The sacred vow of unshaken resolve grants you divine resilience.

    • Passive: You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
    • Activated (1/short rest): As a bonus action, you invoke divine protection, gaining advantage on Strength saving throws and becoming immune to being frightened or poisoned for 1 minute.

Rune of the Martyr’s Chains (Frost Rune)

  • Rune of the Martyr’s Chains (Frost Rune): A sacred inscription of patience and endurance grants you supernatural resilience.

    • Passive: You gain a +2 bonus to saving throws made to resist exhaustion, paralysis, or petrification.
    • Activated (1/short rest): As a bonus action, you invoke this rune to gain +2 AC and advantage on Constitution saving throws for 10 minutes.

Rune of the Unbroken Will (Stone Rune)

  • Rune of the Unbroken Will (Stone Rune): The divine prayer of unyielding fortitude shields your mind from harm.

    • Passive: You gain advantage on saving throws against being charmed or frightened.
    • Activated (1/short rest): As a reaction, you can invoke this rune to force a creature within 30 feet to make a Wisdom saving throw. On a failure, they are dazed by divine presence and become incapacitated for 1 minute. They may repeat the save at the end of each turn.

Level 3: Avatar of Divine Strength (Giant’s Might Replacement)

At 3rd level, your faith allows you to manifest divine power, channeling the enduring might of the heavens.

As a bonus action, you call upon your deity's blessing, taking on a radiant form. For 1 minute, you gain the following benefits:

  • Your body is surrounded by divine energy. If you are 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.
  • Your weapon attacks deal an extra 1d6 radiant damage once per turn.
  • You gain advantage on Strength checks and Strength saving throws.

You can use this ability a number of times equal to your proficiency bonus per long rest.

Level 7: Unbreakable Faith (Runic Shield Replacement, Level 7)

  • When another creature within 30 feet is hit by an attack, you can invoke divine protection as a reaction, granting them resistance to all damage until the start of your next turn.
  • You can use this feature a number of times equal to your proficiency bonus per long rest.

Level 10: Sacred Inscriptions (Great Stature Replacement, Level 10)

  • You learn an additional Sacred Rune.
  • Your Avatar of Divine Strength now grants an extra 1d8 radiant damage instead of 1d6.
  • Your physical form subtly radiates celestial energy, making your voice booming and authoritative.

Level 15: Keeper of Sacred Runes (Master of Runes Replacement, Level 15)

  • The divine runes etched into your body resonate with celestial power, allowing you to invoke their blessings more frequently. You can now activate each of your Sacred Runes twice, rather than once, per short or long rest.
  • Additionally, your connection to these holy inscriptions grants you insight beyond the material realm. Whenever you roll a Wisdom (Insight) check or an Intelligence (Religion) check, you can add your proficiency bonus twice if you are proficient in the skill.

Level 18: Celestial Juggernaut (Runic Juggernaut Replacement, Level 18)

  • The divine runes inscribed upon you have reached their full potential, empowering your body with celestial strength. As a result, the extra radiant damage you deal with the Blessed Might feature increases to 1d10. Moreover, when you activate that feature, your divine presence expands, allowing you to grow to Huge size. While you are that size, your reach increases by 5 feet.
Sacred Rune Knight Image