Martial Archetype - Rune Knight

by Blackbando

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Martial Archetype

At 3rd level, a fighter gains the Martial Archetype feature. The following option is available to a fighter, in addition to the options offered in the Players Handbook.

Rune Knight

Runes are an ancient form of magic, created by the giants long before the age of man, and later refined by the dwarves to be much more effective. You have studied long and hard on how to carve runes into your weapons, and use their mystical properties effectively, augmenting your martial prowess with their archaic power.

Runemaker

Beginning when you choose this archetype at 3rd level, you learn how to create runes with ease.

You gain proficiency in smith's tools, and whenever you make an Intelligence (History) check related to the origins of runes, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Runic Strike

At 3rd level, you can carve runes into one weapon you are proficient with, over the course of a long rest. You prepare the list of runes that are available for you to use. When you do so, choose a number of runes equal to your Intelligence modifier (minimum of one rune).

You can change your list of prepared runes when you finish a long rest. Preparing a new list of runes requires time spent in carving the runes into your weapons: at least 1 minute per rune.

You have one rune charge. When you hit a creature with a melee weapon attack, you can expend a charge to use one of your runes. You regain one expended rune charge at the start of your next turn.

You gain an additional charge at 7th, 10th, and 15th levels. If you have more than one charge, you can spend more than one on a single runic strike.

Acid. The attack deals an extra 1d6 acid damage, and you can choose one other creature within 5 feet of the original target. That target must succeed on a Dexterity saving throw or take 1d6 acid damage. If you expend additional charges, the both the initial and secondary damage increases by 1d6 for each additional charge spent.

Cold. The attack deals an extra 1d8 cold damage, and until the end of the creature's next turn, its movement speed is decreased by 5 feet. If you expend additional charges, the damage increases by 1d8 and the movement is decreased by 5 feet for each additional charge spent.

Fire. The attack deals an extra 1d10 fire damage, and the target must succeed on a Constitution saving throw at the start of its next turn or take the an additional 1d10 fire damage. If you expend additional charges, both the initial and secondary damage increases by 1d10 for each additional charge spent.

Force. The attack deals an extra 1d10 force damage, and you gain temporary hit points equal to the force damage dealt. If you expend additional charges, the damage increases by 1d10 for each additional charge spent.

Lightning. The attack deals an extra 1d8 lightning damage, and the target can't take reactions until the start of its next turn. If you expend additional charges, the damage increases by 1d8 for each additional charge spent.

Necrotic. The attack deals an extra 1d8 necrotic damage, and the target can't regain hit points until the start of your next turn. If you expend additional charges, the damage increases by 1d8 for each additional charge spent.

Poison. The attack deals an extra 1d12 poison damage, and the target must succeed on a Constitution saving throw or be poisoned until the end of its next turn. If you expend additional charges, the damage increases by 1d12 for each additional charge spent.

Psychic. The attack deals an extra 1d8 psychic damage, and the target must make a Wisdom saving throw. On a failed save, the target can't be hidden from you until the end of your next turn. If you expend additional charges, the damage increases by 1d8 for each additional charge spent.

Radiant. The attack deals an extra 1d8 radiant damage, and the target sheds dim light in a 5 foot radius until the end of your next turn. If you expend additional charges, the damage increases by 1d8 for each additional charge spent.

Thunder. The attack deals an extra 1d8 thunder damage, and the creature must succeed on a Strength saving throw, or be pushed 5 feet away from you. If you expend additional charges, the damage increases by 1d8 and the distance is decreased by 5 feet for each additional charge spent.

The save DC for these features is calculated as follows:

Rune save DC = 8 + your proficiency bonus +
your Intelligence modifier

Primordial Adept

Beginning at 7th level, you have learned how to unleash a well of stored-up runic power, from inside yourself. Whenever you use your Action Surge, you regain all expended rune charges.

Additionally, when you make a Charisma check while interacting with elementals, you can add your Intelligence modifier (a minimum of +1) as a bonus to the check.

Runic Tattoos

At 10th level, you have adorned runes on your flesh, protecting your body. Whenever you take damage of a type that matches a rune you have prepared, you can use your reaction to expend one or more rune charges to reduce the damage. You roll a d10 for each charge expended, and reduce the damage by the result of all the dice.

Archaic Arcana

Starting at 15th level, you have learned how to unleash a hidden power within each of your runes you have prepared. When you unleash a rune, you cannot use that runic strike until after your next long rest. You do not need to provide material components to cast any spells using this feature. If a spell needs a spell attack, you use your Intelligence modifier for your spell attack modifier.

Acid. You cast acid arrow at 3rd level as a bonus action.

Cold. You cast ice knife at 3rd level as a bonus action.

Fire. You cast fireball at 3rd level.

Force. You cast shield at 1st level.

Lightning. You cast call lightning at 3rd level as a bonus action.

Necrotic. You cast vampiric touch at 3rd level.

Poison. You cast stinking cloud at 3rd level.

Psychic. You cast mind spike at 2nd level as a bonus action.

Radiant. You cast guiding bolt at 2nd level as a bonus action.

Thunder. You cast thunderwave at 3rd level as a bonus action.

Runelord

By 18th level, you have mastered your runes. When you finish a long rest, you can prepare all the types of runes.

Credit

Made using GMBinder

Created by /u/Dingo_Chungis, aka Blackbando.

A lot of help from /u/aeyana

Art by Jason Nguyen.

Thanks to the Tavern discord for the lovely criticism!

 

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