Base Class: Fighter
Runes are all around the world having different shapes, sizes, and even colors; furthermore, each such rune has a different power and usage for the capable individuals who can inscribe them. The rune's variations are based on how complex they are and they appear in the form of magical words that are more beautiful than any others. This is where the rune wielders excel, for where mages are only able to use such runes with heavy concentration, a rune wielder trains to inscribe runes into their weapons. This advanced inscription renders such strenuous concentration unnecessary.
Runic Manifestation
- Inscribed Runes
You can only inscribe 1 rune at a time, which are detailed under “Runes” below. These runes vary from one's that enhance your attacks, to one's that are designed to grant you a certain ability or two. You also gain the ability to inscribe more as you reach higher levels, as shown in the Inscribed Runes column of the Runic Inscription table. You can inscribe your runes on weapons or other item surfaces, and only you can use active runes, passive runes can be used by any creature that matches it's prerequisites. To inscribe or change an inscribed rune, you can spend 1 hour during your short or long rest using your jeweler's tools or blacksmith's tools to rewrite all your inscribe runes. Runes that recreate spells that have material components with a gold value must have the gp value met as well when inscribing it.
- Runic Points
You have 3 runic points, and you gain more as you reach higher levels, as shown in the Runic Points column of the Runic Inscription table. You can never have more runic points than shown on the table for your level, and you regain all of your runic points after a long rest. You must spend at least 30 minutes every rest concentrating on your runes to regain your rune points.
- Runic Saving Throws
Charisma is your rune wielder ability for your inscribed runes. Your Charisma determines the beauty and the complexity of your runes that you manifest. Thus, the more creative your runes, the more powerful they become. In addition, you use your Charisma modifier when setting the saving throw DC for your inscribed runes or when making an attack roll with one.
Some of your runes might require your target to make a saving throw to resist the power's effects. The saving throw DC is calculated as follows
Runic save DC= 8 + your proficiency bonus + your Charisma modifier
Runic attack modifier= your proficiency bonus + your Charisma modifier
Sneak Attack
Beginning at 7th level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class.
Runic Recovery
At 10th level, you may now recover spent rune points on a short rest, versus a long rest.
Rune Mastery
At 15th level, you have learned to create a magical weapon of your own, by inscribing two runes to one weapon. You can take a mundane weapon and add one rune with an active power and another with a passive power. You can only have one weapon like this. Your arcane energies cannot maintain two runes connected like that, so if you create a new weapon like this your previous weapon loses it's runes and becomes incapable to have runes inscribed in it.
Relentless Runes
At 18th level, you can use a bonus action to regain 1d4+2 rune points. You can't use this ability again until you finish a long rest.
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