Fighter
Base Class: Fighter

This Is Playtest Material The material here is presented for playtesting and is not official D&D material. These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development and editing. Multi-classing may dramatically affect the balance of the subclass. If permitted by the DM, the player agrees to ongoing
review by the DM and possible adjustment to features and mechanics in order to maintain balance.

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 one’s martial skills. Some combine spell and blade, others seek powerful magical equipment. For the Runes 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 the arcane power of spells 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 both the willpower and the 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, however, whispers of unique individuals born with runes already marked upon their skin.

Credit

Rune Scarred Martial Archetype Version 5. The majority of the mechanics and text are pulled directly from or inspired by the original subclass by Chillithid.tumbler.com and LeviStej  Battlemage spells by Keith MacDonald, Grimlore’s Grimoire spells by Trevor Armstrong. Peer review, critique, and edits by Reddit users, special thanks to u/vaegrim and u/jihia

Change Log and Mechanics
V1 Changed the subclass from A Barbarian Path to a Fighter Archetype 
V2 Edited Runes and Sigils to closer emulate cantrips, battle master maneuvers, and spells.
V3 Posted on Reddit unearthed arcana for peer review and adjusted the runes based off user posts. Attempter to better balance them with the other subclasses 3rd level progression. Focused on the runes that are similar to Battle Master maneuvers and decreased their use to 2 times a day. Balanced the runes against each other in order to make each one an attractive choice.
V4 Posted Version3 on Reddit unearthed arcana for another round of review. Dramatically changed sigils to closer match the spell level available to Eldritch Knights at 15th level. Balance the sigils against each other in order to make each one an attractive choice.
V5 Posted version4 on Reddit unearthed arcana for another round of review. Based off peer review the following changes were made. Adjusted the 3rd level progression to include unarmored defense. The Rune Scarred archetype is primarily balanced off the Eldritch Knight. At 3rd level Eldritch Knights receive Weapon Bond, 2 cantrips, and 2 first level spell uses. By including unarmored defense, it eliminates the “trap” choice and allows for the Rune Scarred to pick 2 runes which will better match the abilities of a similarly leveled Eldritch Knight.
Adjusted the text of a couple Runes to avoid confusion. At 15th level the Rune Scarred can now choose 2 sigils. Sigil of Foresight was adjusted to be comparable to the other
choices. This change was needed in order to balance the Eldrith Knights spell progression which has them receiving 3 cantrips, (4) 1st level spell slots, (4) 2nd level spell slots and
(2), 3rd level spell slots at 13th level.

Rune Bound

Ancient powers resonating beneath your skin containing a vast reserve of mystical energies waiting to be unleashed upon your enemies. When you choose this archetype at 3rd level
you inscribe runes on your body to enhance your abilities. You bind with the Runes of Defense and TWO runes of your choice. Once bounded your runes and sigils are considered
innate abilities similar to a Druid's Wild Shape and are unaffected by Dispel Magic. Any spell, ”cast” from a rune that has a spell level, however, is treated as a normal spell. For any spell you cast with these runes,
your spell casting ability is Wisdom.

Rune List

Note: Individual Runes can only be chosen once unless otherwise noted in the Runes description.

Runes of Blasting

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is force, and its damage die is a d6. This die changes as you gain fighter levels, increasing to 1d8 at 7th level, and 1d10 at 10th level.

Runes of Cloaking

As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn. You can use this feature two times. You regain all expended uses after a short or long rest.

Runes of Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.

Runes of Deflection

As a reaction, you can cause disadvantage on a ranged attack that targets you. You can use this feature three times. You regain all expended uses after a short or long rest.

Runes of Focus

As a bonus action you can focus your runic energy on a target within 150’. Your next attack on that target has advantage and you can add your proficiency bonus to the damage. You can use this feature two times. You regain all expended uses after a short or long rest.

Runes of Force

As an attack you can target 1 creature within 90’ and shove them with a wave of force. You must have a free hand with which to make the pushing motion. This attack follows the normal Shoving melee attack rules.

Your Runes of Force also give you the ability to use a version of the Mage Hand cantrip. This version of Mage Hand is invisible and does not require verbal components.

 

Runes of Impact

As a reaction your Runes can manifest a version of Feather Fell. This version does not require components, only affects you, and triggers moments before impact. You can use this feature once. You regain the use of this ability after a short or long rest.

Runes of Instinct

The runes provide you with a sixth sense that allows you react quickly in battle. You have advantage on initiative. 

Runes of Protection

As a bonus action on your turn, your runes give you resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of your next turn. You can use this feature two times. You regain all expended uses of it when you finish a short or long rest.

Runes of Punishing

As a bonus action you can focus your runic energy on a target within 90’. For the next 1 minute you deal an extra 1d6 force damage to the target when you hit it with an attack. If the target drops to 0 hit points before your focus ends, you can use a bonus action on a turn of yours to focus on a new creature. You must finish a short or long rest to regain this ability.

Runes of Rending

As a bonus action you manifest claws of magical energy. The claws last until dismiss them and have the following properties: Finesse, Light. You are proficient with the claws, and you add your Dexterity or Strength modifier to its attack and damage rolls. Its damage is slashing, and its damage die is a d6. This die changes as you gain fighter levels, increasing to 1d8 at 10th level, and 1d10 at 18th level.

Runes of Resistance

When you take acid, cold, fire, lightning, or thunder damage you can use your reaction to gain resistance to the triggering damage type, including against the triggering attack, until the start of your next turn. You can use this feature two times. You regain all expended uses of it when you finish a short or long rest.

Runes of Retaliation

 When another creature damages you with a melee attack, you can use your reaction to unleash a violent wave of force energy. The damage is 1d8 force damage and the creature must make a strength saving throw or be pushed back 15’ in a straight line away from you. This die changes as you gain fighter levels, increasing to 1d10 at 10th level, and 1d12 at 18th level. You can do this 2 times. You regain all expended uses after a short or long rest.

Runes of Sacrifice

When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. You must finish a long rest to regain this ability.

Runes of Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

 

Runes of Swiftness

You can add 10 feet to your movement and opportunity attack rolls against you have disadvantage. If you have a climbing or swimming speed, this increase applies to that speed as well.

Runes of Willpower

When you are subjected to an effect that allows you to make a Wisdom saving throw, you can use your reaction to gain Advantage on the saving throw. You can use this feature two times. You regain all expended uses of it when you finish a short or long rest.

Rune Surge

At 7th level you learn to control the magic that gives your runes their power, letting you tap into their full potential.

As an action, choose one of your ability scores. For the next 1 minute, you have advantage on ability checks using that skill. You must finish a long rest to regain this ability.

Rune Master

At 10th level, you can bind with a third rune from the list of runes.

Arcane Sigil

At 15th level, you can inscribe two powerful arcane sigils chosen from the list below. For any spells you cast with your sigil, your spell casting ability is Wisdom.

Note: Individual Sigils can only be chosen once unless otherwise noted in the Sigils description.

Sigils


 

Sigil of Adaptation

Your sigil can “cast” either Water Breathing or Fly as a 3 level spell without expending a spell slot or components. You must finish a long rest to regain the ability to do so again.

Sigil of Foresight

When an attacker that you can see hits you with a melee or ranged attack, you can use your reaction to halve the attack's damage against you.

Sigil of Furry

Immediately after you take the Attack action on Your Turn, you can make two additional weapon attacks as a Bonus Action. You can use this feature two times. You regain all expended uses when you finish a short or long rest.

Sigil of Mutual Suffering

As a reaction, you can force a creature to share in the pain they inflict upon you. When the creature damages you with a weapon attack, the sigil deals Psychic damage to the creature equal to the damage you suffered. On a successful Intelligence saving throw the creature takes half as much damage. You must finish a long rest to regain the ability to do so again.

Sigil of Shielding

As an action you can activate a protective shield that emanates from your body. When you do so, the following effects below become active for the next 1 minute. The shield requires Concentration. If you lose Concentration, the effect ends. You can dismiss the shield at any time.

  1. You cannot take actions or reactions, except for the reaction associated with the protection fighting style, if you have it.
  2. Your speed is reduced by half.
  3. The ground within five feet of you is 3/4 cover for you and creatures of your choice.

You must finish a long rest to regain the ability to do so again.

Sigil of Tenacity

When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. Your near death causes your runes to expel a blast of psychic energy. Each creature in a 10-foot radius Sphere, centered on you, must make a Constitution saving throw. On a failed save the creature takes 2d10 force psychic damage and is stunned. On a successful save the creature takes half as much damage and is not stunned. You must finish a long rest to regain the ability to do so again.

Sigil of the Antimage

Your sigil can “cast” Counterspell as a 3 level spell without expending a spell slot or components. You must finish a long a long rest to regain the ability to do so again.

Sigil of the Elements

Your sigil can “cast” either Fireball or Lightning Bolt as a 3 level spell without expending a spell slot or components. You must finish a long a long rest to regain the ability to do so again.

Sigil of the Titan

As an attack, you can slam both fists in to the ground causing an explosion of magical energy.  Each creature in a 10-foot radius Sphere centered on you must make a Dexterity saving throw. A target takes 4d10 force damage on a failed save and is knocked prone. On a successful save the creature takes half as much damage and is not knocked prone. You must finish a long rest to regain the ability to do so again.

Rune Lord

Attaining perfect equilibrium between the magic beneath your skin and your innate physical prowess, your power reaches new heights.

At 18th level You have become so attuned to the raw magic infusing your runes and sigil that you can alter them through meditation. Whenever you finish a long rest, you can choose to replace any number of runes and sigils with other ones.

Previous Versions

Name Date Modified Views Adds Version Actions
12/19/2018 12:41:21 AM
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12/22/2018 4:32:26 PM
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12/24/2018 5:16:53 PM
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