Base Class: Fighter
As the runes gifted to early settlers by the Gods were exhausted, the Fremennik unearthed a new mineral 'Rune Essence' and used it to create new runes, thus the art of Runecrafting was born.
Soon after the Fremennik Clans began infighting. Many Fremennik believe it to be a privilege of the gods to create magic, with some labelling Runecrafting as "heresy" and believe that the gods will punish mortals for stealing "their" power. One of the tribes 'The Moon Clan', were attacked by the more traditionalist Fremennik for their use of man-made runes and left for the Lunar Isle, taking the secrets of Runecrafting with them leaving the remaining tribes to forget the now ancient use of magics.
In the years since then, other nations learnt of the Rune Essence and conducted their own experiments in Runecrafting.
Through devoted study and experimentation you have rediscovered the ancient arts of the Fremennik, developing magical runes which can enhance your martial prowess in extraordinary ways. By inscribing these runes onto your weapons and equipment you channel the powers of the Anima Mundi to give you powerful abilities.
Level 3: Bonus Proficiencies
When you take this archetype at 3rd level, you gain proficiency with Smith's Tools, Runecrafting Tools, and gain a Rune Pouch to store your runes. Additionally, your research into runes allows you to learn an exotic language of your choice.
Level 3: Runic Magic
Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table below.
Runes Known
| Fighter Level | Number of Runes |
|---|---|
| 3rd |
3 |
| 7th | 5 |
| 10th | 6 |
| 15th | 7 |
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 armour, a shield, a piece of jewellery, 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. Any runes used in this way will be consumed.
The Rune Options are located at the end of this sub-class and are available to you when you learn a rune. They are all magical effects. 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.
Each of the runes can be invoked, once invoked you can't do so again until you finish a short rest or long rest .
Level 3: Fremennik Might
At 3rd level you can imbue yourself with the might of the Fremennik. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- 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.
- 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 use this feature twice, and regain all expended uses of it when you finish a long rest.
Level 7: Runic Shield
At 7th level, you learn to invoke your rune magic 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 test and use the new roll.
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.
Level 10: Great Stature
By 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
Moreover, the extra damage you deal with your Fremennik Might feature increases to 2d6 and you can regain one use of your Fremennik Might back when you finish a short rest.
Level 15: Master of Runes
At 15th level, you can invoke each rune you know from your Runic Magic feature twice, rather than once, and you regain all expended uses when you finish a short rest or long rest.
Level 18: Blessing of V
At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Fremennik Might feature increases to 3d6.
Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
Rune Options (3rd-Level or Higher)
Here are rune options for the Rune Magic feature.
Note. Runes with (e) are experimental and require further playtesting to balance.
Air Rune (e)
While the rune is inscribed you channel the elemental power of the air. While wearing or carrying an object inscribed with this rune, you gain resistance to lightning damage. The rune also cushions your falls with a friendly gust of wind, you can fall an extra 10 feet before taking [Tooltip Not Found]and any fall less than 20 foot you always land on your feet.
In addition, you can use your bonus action to invoke the rune and send a blast of air out from yourself. Any creature(s) that is within a 10 ft emanation, and is not more than one size larger than you, has to make a Strength saving throw. On a fail the target(s) are pushed 10 feet away. If they come in contact with any hard surface they take 2d6 bludgeoning damage.
Astral Rune
This rune's magic harnesses the astral powers of the Moon Clan. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, have darkvision out to a range of 120 feet, and you can hover up to 5ft from the ground.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Chaos Rune
This rune's magic emulates the deceptive nature of magic. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
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.
Earth Rune (e)
This runes magic channels the raw nature of the earth. While wearing or carrying an object inscribed with this rune, you gain Tremorsense out to 30ft and have advantage on Wisdom (Survival) checks.
In addition, you can invoke the rune as a bonus action, covering your body in protective stone. For the next 10 minutes you gain resistance to bludgeoning, piercing, and slashing damage.
As a reaction you can choose to end this early by touching a creature in an attempt to turn them to stone. The target must make a Constitution saving throw or be petrified for 1 minute. The target can repeat the saving throw at the end of each of its turns, breaking free of the rock on a success.
Fire Rune
This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw, or take an additional 2d6 fire damage, and are restrained for 1 minute. On a success the target takes half damage and is not restrained. 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.
Nature Rune
This rune's magic evokes the strength of nature buy harnessing the Anima Mundi. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Intelligence (Nature) checks.
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.
Water Rune (e)
This runes magic channels the raw nature of the sea. While wearing or carrying an object inscribed with this rune, you gain a swimming speed equal to your normal speed and have advantage on Strength (Athletics) checks.
In addition, you can use your action to invoke the rune and project a stream of water 5 feet wide and 30 feet long. Any creature(s) caught in the path must make a Dexterity saving throw. On a fail the creature(s) is hit for 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one, and if no more than one size larger than you, is knocked prone.







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