Fighter
Base Class: Fighter

this is only temporary until i got something good

Rune Engraving

Allows to engrave Runes onto Weapons and Armor that the Player must wear themself.

the Engraving time depends on the grade of the Rune

Minor Rune - 1h without Break, Deals 1D6 +2 Damage of the chosen Rune Type on the Weapon

Normal Rune - 8h without Break, Deals 1D8 +4 Damage of the chosen Rune Type on the Weapon and +2 AC on Armor

Grand Rune - 12h without Break, Deals 1D10 +6 Damage of the chosen Rune Type and +2 to Hit on the Weapon and +4 AC on Armor

Runes

Chosen Runes to Engrave upon your Equipment

1 per Weapon

4 on Armor (1 Gauntlets, 1 Boots, 1 Chest piece, 1 Head piece)

1 per Ring

1 per Necklace/Amulet

1 on Cloak

 

Rune of Acid

Engrave the Rune of Acid onto your Equipment

Once engraved on your Weapon you can invoke the Power of Acid to add Acid damage to your dice roll and if you role a Critical Hit the Enemy will take a additional 1D12 +4 Acid Damage and must take a Constitution Saving throw against 8 + your Proficiency + Constitution modifier on the failed Save the Armor Class of the Enemy will be reduced by 2 this Effect can be stacked up to 3 times to a total of -6 to the Enemy AC

Once engraved on your Armor you gain Resistance to Acid Damage

Rune of Death

You engrave the Rune of Death onto your Weapon only be Engraved as a Grand Rune

You gain a +6 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to it`s damage type.

you Deal additonal damage depending on the Runegrade you Engraved as Weapontype Damage

When you attack a creature that has at least one head with this weapon and roll a Critical Hit on the attack roll, you destroy one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to the Weapons damage type, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be destroyed with this weapon. Such a creature instead takes an extra 6d10 +40 Weapon damage from the hit.

It can't be Engraved on a Vorpal Weapon

Rune of Fire

Engrave your Equipment with the Rune of Primal Fire.

Once engraved on your Weapon you can invoke the Power of Fire to add Fire damage to your dice roll and if you role a Critical Hit the Enemy will take a additional 1D12 +4 Fire Damage and must take a Constitution Saving throw against 8 + your Proficiency + Constitution modifier on the failed Save the Enemy  will be set on fire until it takes an Action to quench the Fire it also takes until the fire is quenched 1D6 Fire damage at the start of it's turn.

Once engraved on your Armor you gain Resistance to Fire Damage

 

Rune of Force

Engrave the Rune of Force onto your Equipment

Once engraved on your Weapon you can invoke the Power of Force to add Force damage to your dice roll and if you role a Critical Hit the Enemy will take a additional 1D12 Force Damage and all Enemies around you must take a Constitution Saving throw against 8 + your Proficiency + Constitution modifier on the failed Save the Enemies who didin't made the Save in a 15 feet radius will be knocked away by 15 feet and knocked prone, if there is Obstical in the way of the enemy flying path the enemy will be stoped by it and get per 5 feet 1D10 Force Damage and is then knocked prone.

Once engraved on your Armor you gain Resistance to Force Damage

Rune of Frost

Engrave the Rune of Primal Ice onto your Equipment

Once engraved you can invoke the Power of Ice to add Cold damage to your dice roll and on a Critical Hit the Enemy will take additional 1D12 Cold Damage and must make a Constitutions Saving Throw against 8 + your Proficiency + Constitution modifier or be frozen solid for one turn and it can't Attack or Move nor be Attacked until the end of your next Turn.

Engraved on your Armor you gain Resistance to Cold Damage.

Rune of Life

You Engrave the Rune of Life onto your Armor only be Engraved as a Grand Rune

once you hit 0HP you gain 50% of your Max HP

once this Rune is activated it can't be activated again until your next Long Rest

Rune of Lightning

Engrave the Rune of Primal Lightning on your Equipment

Once engraved on your Weapon you can invoke the Power of Lightning to add Lightning damage to your dice roll and on a Critical Hit the Enemy take a additional 1D12+4 Lightning Damage and must make a Constitution Saving Throw against 8 + your Proficiency + Constitution modifier on the failed save the Enemy will be Paralyzed until the end of your Next Turn.

Engraved on your Armor you will gain Resistance to Lightning Damage

Rune of Magic

You engrave the Rune of Magic onto your Equipment can only be engraved as a Grand Rune

on the Weapon every time you roll a Attack role you also role a D10 and take one of the Damage Type Runes for that Attack

1-Fire

2-Ice

3-Lightning

4-Poison

5-Acid

6-Force

7-Thunder

8-Psychic

9-Radiant

10-Necrotic

On the Armor you will gain Resistance to Magic Damage

Rune of Poison

Engrave the Rune of Poison onto your Equipment

Once engraved on your Weapon you can invoke the Power of Poison to add Poison damage to your dice roll and if you role a Critical Hit the Enemy will take a additonal 1D12 + 4 Poison Damage and must take a Constitution Saving throw against 8 + your Proficiency + Constitution modifier on the failed Save the Enemy will get Poisened and take 1D6 Poison Damage until it is healed.

Once engraved on your Armor you gain Resistance to Poison Damage and you have Advantage aganist Poison

Rune of Protection

Engrave the Rune of Protection onto your Equipment

It Can't be engraved onto your Weapon, once engrave on a piece of Equipment you can't engrave it again until you change the Piece of Equipment the unequiped Piece will lose the Power of the Rune.

Once engraved you gain Resistance to Bludgeoning, Piercing and Slashing Damage.

Rune of Radiance

Engrave the Rune of Radiance onto your Equipment

Once engraved on your Weapon you can invoke the Power of Radiance to add Radiant Damage to your dice roll and if you role a Critical Hit the Enemy will take a additional 1D12 + 4 Radiant Damage and every Enemy in a Radius of 15 Feet must also make a Constitution Saving throw against 8 + your Proficiency + Constitution modifier and on the failed Save the Enemies will be blinded until it's healed or their next Short Rest and Disadvantage on Stealth Checks and can't be Invisible. The Next Attack against the Enemy that got hit by the Critical Hit has Advantage.

Once engraved on your Armor you gain Resistance to Radiant Damage

Rune of Sharpness

Engrave the Rune of Sharpness onto your Equipment

Weapon Only

You will deal a additional Damage (depending of the Grade of the Rune) of your Weapons Damage Type to your Enemy

on a Critical Hit you will deal a additional 2D12 +20 Weapontype Damage to your Enemy

Rune of the Mind

Engrave the Rune of Psychic Power onto your Equipment

Once engraved on your Weapon you can invoke the Power of the Mind to add Psychic damage to your dice roll and if you role a Critical Hit the Enemy will take a additional 1D12 + 4 Psychic Damage and must take a Constitution Saving throw against 8 + your Proficiency + Constitution modifier on the failed Save the Enemy will get a Hallucination the kind of the Hallucination depends of the GM which rolls a D6, on a 3 or lower the Hallucination will be terrifying and the Enemy will be Feared until it saved against it, on a 4 or higher the Enemy think of you and your allies as Friends until the Enemy will be hit by you or your Allies or Save against the Charm. The Effect will be triggered even when the Enemy is immun to Fear or Charm.

Once engraved on your Armor you gain Resistance to Psychic Damage

Rune of Thunder

You engrave the Rune of Thunder onto your Equipment

Once engraved on your Weapon you can invoke the Power of Thunder to add Thunder damage to your dice roll and if you role a Critical Hit the Enemy will take a additional 1D12 + 4 Thunder Damage and must take a Constitution Saving throw against 8 + your Proficiency + Constitution modifier on the failed Save the Enemy will go unconscious, every Enemy in a Radius of 15 Feet must also make a Constitution Saving throw against 8 + your Proficiency + Constitution modifier and on the failed Save the Enemies will be deafed until it's healed or their next Short Rest

Once engraved on your Armor you gain Resistance to Thunder Damage

Rune of Undeath

Engrave the Rune of Undeath onto your Equipment

Once engraved on your Weapon you can invoke the Power of Undeath to add Necrotic damage to your dice roll and if you role a Critical Hit the Enemy will take a additional 1D12 + 4 Necrotic Damage and must take a Constitution Saving throw against 8 + your Proficiency + Constitution modifier on the failed Save the Enemy will take addional 1D10 +2 Necrotic Damage and max HP will be reduced by the Damage and the Player will be healed for the total dealed Damage, if the Player have full HP they get on top Temporary HP until the next Short ot Long Rest.

Once engraved on your Armor you gain Resistance to Necrotic Damage

Novice of the Rune

You can engrave Minor Runes on Coins or Gems the Engraving time with the same engraving time for the runes.

The Object does always the Critical Effekt on use.

The Runes have one Charge, once used they will vanish from the Object and the Object can't be engraved again, until the end of the next Long Rest you will take after the Rune is used.

 

Rune Mastery 1

You can engrave 2 Minor Runes or 1 Normal Rune onto your Weapon or Armor 

Rune Mastery 2

You can engrave up to 3 Minor Runes, 2 Normal Runes or 1 Grand Rune onto your Equipment

Rune Mastery 3

You can engrave 1 Minor, 1 Normal and 1 Grand Rune onto your Weapon or Armor(Headpiece, Bodypiece, Boot, Gauntlets).

Scholar of the Runes

You can engrave Normal Runes on Coins or Gems the Engraving time with the same engraving time for the runes.

The Object does always the Critical Effekt on use.

The Runes have one Charge, once used they will vanish from the Object and the Object can't be engraved again, until the end of the next Long Rest you will take after the Rune is used.

 

Master of the Runes

You can engrave Grand Runes (exept the Rune of Death and the Rune of Life) on Coins or Gems the Engraving time with the same engraving time for the runes.

The Object does always the Critical Effekt on use.

The Runes have one Charge, once used they will vanish from the Object and the Object can't be engraved again, until the end of the next Long Rest you will take after the Rune is used.

 

Rune Atlas

You can use all Runes

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