Fighter
Base Class: Fighter

A runeblade similarly to an eldritch knight combines the fighter's martial prowess with magical ability. Unlike the eldritch knight, however, runeblades do not learn spells. Rather, they use their magic to augment their weapon strikes. 

Arcane Infusion options

The Arcane Infusion feature lets you choose options for it at certain levels The options are presented here in alphabetical order They are all magical effects and each one is elemental based attacks.

Blade of chaos: you enhance your weapon with necrotic magic when attacking with the weapon you make 1d8 of necrotic damage.

Blade of Chills: you enhance your weapon with ice magic when attacking with the weapon you make 1d8 of cold damage.

Blade of flames: you enhance your weapon with fire magic when attacking with the weapon you make 1d8 of fire damage.

Blade of minds: you enhance your weapon with psychic magic when attacking with the weapon you make 1d8 of psychic damage.

Blade of storms: you enhance your weapon with lightning magic when attacking with the weapon you make 1d8 of lightning damage.

Blade of the traveler: you enhance your weapon with radiant magic when attacking with the weapon you make 1d8 of radiant damage.

Blade of waves: you enhance your weapon with water magic when attacking with the weapon you make 1d8 of water damage.

Blade of winds: You enhance your weapon with wind magic when attacking with the weapon you make 1d8 of  force damage.

runeblade lore

When choosing this archetype at 3rd level, you gain proficiency in the arcane skill. If you already have proficiency in arcane, you gain proficiency in one other skill of your choice from the fighter skill list. Additionally, you learn the prestidigitation cantrip.

Arcane infusion

When you choose this archetype at 3rd level, you learn weapon infusions that are fueled by special dice called superiority dice.

Infusions
You learn two Arcane Infusion options, which are detailed under "Arcane Infusion options" below. When you make a weapon attack on your turn as part of the Attack action, you can choose to apply one of your Arcane Infusion options to that attack. You can retroactively decide to use the option when the attack hits a creature, unless the option doesn't involve an attack roll.
You learn an additional infusion of your choice at 7th, 10th, 15th, and 18th level.
Superiority Dice

 

You have two superiority dice, which are d8's. A superiority die is expended when you use one of your arcane infusions. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level, and again at 15th level.
Saving Throws
Some of your infusions require the target to make a saving throw to resist the infusion's effects. The saving throw DC is calculated as follows:

Infusion save DC

 = 8 + your 

Intelligence

 modifier + your proficiency bonus

 

rune's maneuver

At 7th level, you can dodge heavy blows from larger creatures more easily. While you are not wearing heavy armor, you gain proficiency in Acrobatics and Dexterity saving throws, and a +1 bonus to your AC. In addition, when a monster larger than you attacks you, you may add a further +1 bonus to your AC for each size category larger than you the creature is.

Sea rune blessing

At 10th level, you gain a swimming speed equal to your base walking speed while wearing armor weighing less than 35lbs (for medium creatures- 25lbs for small creatures) or no armor and while not using a shield.

Chance of blades

At 18th level, your mastery of blades grants you the ability to strike even if you were to miss. If you miss with an attack roll using a weapon that deals piercing or slashing damage on your turn, you can reroll that attack. You can use this feature only once on each of your turns.