Fighter: Difference between revisions

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==== Bonus Proficiencies ====
==== Bonus Proficiencies ====
''3rd Level Rune Knight's League Feature''<br>
''3rd Level Rune Knight's League Feature''<br>
At 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.
At 3rd level, you gain Proficiency with Smith’s Tools, and you learn to speak, read, and write Giant.
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==== Rune Carver ====
==== Rune Carver ====
''3rd Level Rune Knight's League Feature''<br>
''3rd Level Rune Knight's League Feature''<br>
You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. You learn an additional rune at 7th, 10th, 15th, and 18th level in this class. The runes you can choose from are detailed at the end of the subclass. If a rune has a level requirement, you must be at least that level in this class to learn the rune.<br>
You can use magic runes to enhance your gear. You learn two Runes of your choice described at the end of this subclass. You learn an additional Rune at 7th, 10th, 15th, and 18th Level in this class. If a Rune has a Level requirement, you must be at least that Level in this class to learn the Rune.<br>
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. If a rune requires a saving throw, your Rune Save DC equals 8 + your proficiency bonus + your Constitution modifier.
Whenever you finish a Long Rest, you can touch a number of objects equal to the number of Runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your Rune remains on an object until you finish a Long Rest, and an object can bear only one of your Runes at a time. If a Rune requires a Saving Throw, your Rune Save DC equals 8 + your Constitution Modifier + your Proficiency Bonus.
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==== Giant’s Might ====
==== Giant’s Might ====
''3rd Level Rune Knight's League Feature''<br>
''3rd Level Rune Knight's League Feature''<br>
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
You have learned how to imbue yourself with the might of giants. As a Bonus Action, you magically gain the following benefits, which last for 1 minute:
:If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
*If you are smaller than Large, you become Large, along with anything you are wearing or carrying. If you lack the room to become Large, your size doesn’t change.
:You have advantage on Strength checks and Strength saving throws.
*You have Advantage on Strength Checks and Saving Throws.
:Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
*Once on each of your turns, one of your Weapon Attacks deals an additional 1d6 Damage.
:You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses of it when you finish a Long Rest.
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==== Runic Shield ====
==== Runic Shield ====
''7th Level Rune Knight's League Feature''<br>
''7th Level Rune Knight's League Feature''<br>
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60ft of you is hit by an Attack Roll, you can use your Reaction to force the attacker to reroll the d20 and use the new roll.<br>
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.
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==== Great Stature ====
==== Great Stature ====
''10th Level Rune Knight's League Feature''<br>
''10th Level Rune Knight's League Feature''<br>
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.<br>
Moreover, the extra damage you deal with your Giant’s Might feature increases to 1d8.
Additionally, while your Giant's Might is active and you hit on a Weapon Attack, you roll the Weapon's Damage Die an additional time and add it to the Damage Roll. Also the extra damage you deal with the Giant’s Might feature increases to 2d8
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==== Master of Runes ====
==== Master of Runes ====
''15th Level Rune Knight's League Feature''<br>
''15th Level Rune Knight's League Feature''<br>
You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a long rest.
You can invoke each Rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a Long Rest.
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==== Runic Juggernaut ====
==== Runic Juggernaut ====
''18th Level Rune Knight's League Feature''<br>
''18th Level Rune Knight's League Feature''<br>
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 3d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 10ft.
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==== Runes ====
==== Runes ====
''3rd, 7th, 10th, 15th, and 18th Level Rune Knight's League Feature Options''<br>
''3rd, 7th, 10th, 15th, and 18th Level Rune Knight's League Feature Option''<br>
*'''Cloud Rune.''' This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
*'''Cloud Rune.''' This rune emulates the deceptive magic used by some Cloud Giants. While wearing or carrying an object inscribed with this Rune, you have advantage on Dexterity (Sleight of Hand) Checks and Charisma (Deception) Checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a long rest.
:In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a long rest.
*'''Fire Rune.''' This rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
*'''Fire Rune.''' This rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can’t do so again until you finish a long rest.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can’t do so again until you finish a long rest.