Base Class: Fighter
Using your physical strength to force magic into shape, you impure your weapons and that of your comrades with magical properties.
Level 3: Rune Smithing
During your long rest, you can empower a piece of weapon or armour with an elemental rune of your choice. the number of items you can place runes on per long rest starts 1 at 3rd level, increase to 2 at level 7, to 3 at 13, and to 4 at level 19. Any runes effects use your Strength ability modifier. You also get Proficiency in Smith's Tools and arcana, and can use you Strength Modifier instead of intelligence.
You also know the following runes
Rune of Heat
when applied to a weapon, that weapon deals additional 1d4 fire damage and gets +1 to hit and damage.
when applied to Armour or shields, the item reduces fire damage by your proficiency bonus and +1 to AC.
Rune of Cold
when applied to a weapon, that weapon when it hits an enemy creature, it must make a con save. on a fail the creature is slowed by 10 feet and gets +1 to hit and damage.
when applied to Armour or shields, the item reduces cold damage by your proficiency bonus and +1 to AC.
Rune of Corrosion.
when applied to a weapon, that weapon when it hits an enemy creature, it must make a con save. on a fail the creature's armour class is reduced by 1and gets +1 to hit and damage.
when applied to Armour or shields, the item reduces acid damage by your proficiency bonus and +1 to AC.
Rune of Poison
when applied to a weapon, that weapon when it hits an enemy creature, it must make a con save. on a fail the creature suffers the poisoned condition and gets +1 to hit and damage.
when applied to Armour or shields, the item reduces poison damage by your proficiency bonus and +1 to AC.
Rune of Electricity
when applied to a weapon, that weapon when it hits an enemy creature, it must make a con save. on a fail the creature cannot use reactions and gets +1 to hit and damage.
when applied to Armour or shields, the item reduces poison damage by your proficiency bonus and +1 to AC.
Spellcasting
You have learned to cast spells.
Cantrips. You know two cantrips of your choice from the Wizard or Artificer spell lists. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard or Artificer spell lists.
When you reach Fighter level 10, you learn another Wizard or Artificer cantrip of your choice.
Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
| —Spell Slots per Spell Level— | |||||
|---|---|---|---|---|---|
| Fighter Level | Spells Prepared | 1 | 2 | 3 | 4 |
| 3 | 3 | 2 | — | — | — |
| 4 | 4 | 3 | — | — | — |
| 5 | 4 | 3 | — | — | — |
| 6 | 4 | 3 | — | — | — |
| 7 | 5 | 4 | 2 | — | — |
| 8 | 6 | 4 | 2 | — | — |
| 9 | 6 | 4 | 2 | — | — |
| 10 | 7 | 4 | 3 | — | — |
| 11 | 8 | 4 | 3 | — | — |
| 12 | 8 | 4 | 3 | — | — |
| 13 | 9 | 4 | 3 | 2 | — |
| 14 | 10 | 4 | 3 | 2 | — |
| 15 | 10 | 4 | 3 | 2 | — |
| 16 | 11 | 4 | 3 | 3 | — |
| 17 | 11 | 4 | 3 | 3 | — |
| 18 | 11 | 4 | 3 | 3 | — |
| 19 | 12 | 4 | 3 | 3 | 1 |
| 20 | 13 | 4 | 3 | 3 | 1 |
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard or Artificer spell lists.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.
Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
Spellcasting Ability. Strength is your spellcasting ability for your Wizard and Artificer spells.
Spellcasting Focus. You can use an Arcane Focus or Weapon as a Spellcasting Focus for your Wizard or Artificer spells.
Master of Arms
You gain another Fighting Style feat of you choice. You can also use your Strength ability modifier instead of dexterity for range attacks
Journeyman Rune Smithing
You know additional Runes types and all your previous runes are improved, gaining 1d4 damage of its type along side its other effect for weapons (the rune of heat gains 2d4 fire damage instead) and +2 to hit and damage, while Armour runes increase the damage they reduce to twice your Strength bonus and +2 to Armour class.
Rune of Light
when applied to a weapon, that weapon when it hits an enemy creature, it must make a con save. on a fail the creature suffers the blind condition. The weapon also deals 1d4 Radiant Damage along its normal damage, double that when used on a creature that is fiend, undead or aberration, and +2 to hit and damage.
when applied to Armour or shields, the item reduces Radiant damage by twice your Strength bonus, and +2 to AC.
Rune of Death
When applied to a weapon, that weapon when it hits an enemy creature, it must make a con save. on a fail the creature cannot heal till your next turn. The weapon also deals 1d4 Necrotic Damage along its normal damage, double that when used on a creature that is Celestial, Fey or Elemental and +2 to hit and damage.
When applied to Armour or shields, the item reduces Necrotic damage by twice your Strength bonus and +2 to AC.
Level 15: Master Rune Smithing
Your knowledge of the runes are now so great that you even more runes and the Runes already know get even stronger, with weapons runes adding 2d6 additional damage of their type (4d6 for weapons with the rune of heat) and +3 to hit and Damage rolls, while armour runes give resistance to its type and +3 to Armour Class. you also know 2 additional runes
Rune of Force
when applied to a weapon, that weapon when it hits an enemy creature, it must make a con save. on a fail the creature is pushed 30 feet. The weapon also deals 2d6 force damage along its normal damage +3 to hit and Damage rolls.
when applied to Armour or shields, the item gives resistance to Force damage and +3 to Armour Class.
Rune of Mind
when applied to a weapon, that weapon when it hits an enemy creature, it must make a con save. on a fail the creature suffers the stunned condition. The weapon also deals 2d6 psychic damage along its normal damage +3 to hit and Damage rolls.
when applied to Armour or shields, the item gives resistance to Psychic damage and +3 to Armour Class.
Grand Master Rune Smithing
The power of your runes has reached their limits, all runes give weapons additional 4d6 additional damage of its damage type and +4 to hit and all rune applied to armour give resistance of their damage type and + 4 to Armour Class.
Previous Versions
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3/28/2026 9:51:03 AM
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