Fighter
Base Class: Fighter

Imbue items with magical runes

Spellcasting

Spellcasting

Runic Patterns

Runic Patterns

 

Rune of Fire

  • Flame Blade: Change your weapon's damage type to fire damage.
  • Scorching Slice: Starting at 7th level strikes made with this weapon deal additional fire damage equal to your Intelligence modifier.
  • Ward of Fire: Starting at 10th you gain Resistance to fire damage, additionally once per long rest as an action you can grant Fire Resistance to everyone within 10 ft. of you.
  • Burning Strikes: Starting at 15th level your strikes burn for additional damage. At the end of its turn, a target must succeed on a Constitution saving throw (DC= 8+your proficency+Intelligence modifier) or take 1d6 fire damage at the beginning of their turns until it succeeds the save.
  • Wall of Fire: Starting at 15th level once per long rest as an action you may cast Wall of Fire at 5th level as a wall originated on self, though you ignore the damage the first round.
  • Searing Assult: Starting is 18th level attacks made with this weapon treat Immunity to fire damage as resistance, Resistance to fire damage as normal, Normal like Vulnerability and Vulnerability does max damage.

Rune of Movement

  • Blade of Speed You can use Zephyr Strike once per short or long rest.
  • Flash Step Starting at 5th level once per long rest you can cast Misty Step.
  • Dimensional Fissure Starting at 11th level once per long rest you can cast Blink.
  • Flash Step Slice Starting at 17th level once per long rest you can cast Steel Wind Strike.
  • You also gain a small spell selection.

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Ritual Adept

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Disciplined Mind

At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Ritual Mastery

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

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