Fighter
Base Class: Fighter

In a world where magic allows mortals to become akin to gods, it is no surprise that it becomes tempting to use it to elevate ones martial skills. Some combine spell and blade, others seek powerful magical equipment. For the Rune Scarred, however, that is not enough. To truly become the masters of combat that they seek to be, the Rune Scarred bind magic into their own bodies, etching arcane runes into their skin and undergo strenuous meditative trials. These runes permanently change them into something else, something greater. Some of these runes harness arcane power while others magically channel the abilities of other martial traditions.
 The process of binding runes to ones being is an extremely guarded and painful process. Very few individuals possess knowledge of the runic rituals and fewer still have the willpower and fortitude to withstand the trials. Some of the warriors that attempt the rituals are killed in the process or driven mad by the surge of magical energy, others scar themselves to no effect. There are, also, whispers of unique individuals born with runes marked upon their skin.

Rune Bound

When you choose this archetype at 3rd level, you learn runes that are fueled by special dice called rune dice.

Runes. You learn three runes of your choice, which are detailed under “Runes” below. You can use only one maneuver per attack.

You learn two additional runes of your choice at 7th, 10th, and 15th level. Each time you learn new runes, you can also replace one rune you know with a different one.

Rune Dice. You have four Rune dice, which are d8s. A rune die is expended when you use it. You regain all of your expended rune dice when you finish a short or long rest.

You gain another rune die at 7th level and one more at 15th level

 

Rune Ward

Your AC is 10+your Dexterity modifier+your Constitution modifier

Runes

The runes are presented in alphabetical order.

Runes of Deflection

When an enemy within 60 feet of you makes a ranged attack roll or ranged spell attack you can spend a rune die and subtract the number rolled from the attack roll.

Runes of Endurance

When you take bludgeoning, piercing, or slashing damage you can use your reaction and expend a die and reduce the damage by the die plus your constitution modifier.

Runes of Instinct

You gain advantage on initiative rolls and you can spend a rune die and add it to an initiative roll.

Runes of Mending

As a bonus action you can expend a die and heal yourself an amount equal to the die plus your constitution modifier

Runes of Passage

Spend a rune die and teleport the rest of your movement speed as your movement.

Runes of Punishing

When you hit with an attack you can use one rune and add it to the damage.

Runes of Resistance

When you take cold, fire, or lightning damage you can use your reaction and expend a die and reduce the damage by the die plus your constitution modifier.

Runes of Sacrifice

When a creature within 10 feet of you takes damage you can use a reaction and expend a rune to take the damage instead.

Runes of Swiftness

You can expend a rune to take the dash action as a bonus action.

Rune Surge

You learn to control the magic that gives your runes your power, letting you tap into their full potential. As an action, choose one of your ability scores, you have advantage on ability checks using that skill for the next minute. You can do this once a long rest.

Rune Master

At 10th level, your rune dice turn into d10s. At 18th level, they turn into d12s.

Arcane Absorption

When you succeed on a saving throw against a spell you can use your reaction to absorb some of its energy and regain a number of runes equal to the spell level (only up to your maximum) once a long rest.

Rune Master

At 18th level, your rune dice turn into d12s.

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