##### Fighter Sub-Class
# Runic Knight
The Runic Knights are an order of warriors that were founded by the elves to battle the corrupting power of magic. Chosen at birth from among all races, these warriors were born with a special attunement to runic power and this ability allows them to manipulate another's magic via these runes. These warriors have a mandate to hunt down and destroy dangerous magical items and those whose’s magic has grown to powerful.
### Arcane Investigator
Before learning your first set of runes a Runic Knight must go through rigorous mental training and study in the fields of magical theory and detailed observation.  When choosing this archetype at 3rd level you gain proficiency in Arcana and Investigation.


### Runic Strike
At 3rd level you have learned how to etch your first set of runes. You may choose one of the following weapon runes to attune too. You can use the rune a number of times equal to your intelligence modifier (minimum of once). Only one weapon rune may be attuned at a time. You can change the rune and you regain all expended uses when you finish a short or long rest.

##### Weapon Runes
| Rune | Effect |
|:----:|:-------------|
| Dispelling Rune | After you successfully hit with a melee attack that would cause an enemy to make a concentration check they make the check at a disadvantage. |
| Reverberate Rune  | After you successfully hit with a melee attack until the beginning of your next turn if the one you hit cast a spell they take psychic damage equal to the spell slot expended plus their intelligence modifier.    |
| Silencing Rune | After you successfully hit with a melee attack the enemy hit cannot cast any verbal spells until the beginning of your next turn.|
| Quick Strike Rune | After you successfully hit with a melee attack your weapon is drawn to the enemy if they are attempting to flee via magical means. If an enemy within 5 feet of you attempts to teleport or planeshift you can make an attack of opportunity before they do so. |






### Magic Tracker
Starting at 7th level you have been tattooed with the three runes of detection. You may spend one minute concentrating on a single rune to activate it. Only one rune may be active at a time. You can do this a number of time equal to your intelligence modifier(minimum of once). Uses return when you finish a short or long rest.




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##### Detection Runes
| Runes | Effect |
|:----:|:-------------|
| Location rune | Detect any nearby magic(see detect magic) |
| Identification rune | Identify a magical Item (see Identify) |
| Knowledge rune | For the next 10 min you know if anyone within 30’ of you is hidden by illusion, under control of magic or the target of a divination spell |






### Runic Defense
At 10th level you are now able to attune to runes on your armor.  Only one rune may be attuned to at a time. The effect of the rune lasts until you attune a new one. You can change the rune when you finish a short or long rest.

##### Armor Runes
| Runes | Effect |
|:----:|:-------------|
| Resistance Rune | After being hit with by damaging magic you gain resistance to that damage type for the next minute. This rune cannot trigger again until the resistance has faded.  |
| Suppressing Rune  | This rune lessens the effects of magical AOE effects. You have advantage on all save from magical AOE spells (Fireball, Cloud kill)  |
| Energizing Rune | When hit with a damaging magic you gain temp. hitpoints equal to your fighter level divided by 2 rounded down. These hit points are gained after the damage is done. This only triggers the first time you are hit with damaging magic per turn. |

### Fortified Mind
At 15th level you have learned to protect your mind with runes. You tattoo your head with a protective rune that suppresses the effects of mind altering magics. You gain resistance to Psychic damage and if you succeed on a saving throw against being charmed or frightened the caster takes 1d8 psychic damage.  At 18th level this increases to 1d10 psychic damage.


### Forbidden Knowledge
At 18th level you have developed a special rune that is placed on the handle of your weapon. When you make a melee strike against an enemy that has cast a spell since your last turn, you may choose to have your strike absorb the knowledge of the enemy's last spell cast. Only one spell may be stored at a time. This can be done a number of times equal to your int modifier (minimum bonus of 1). Uses replenish upon completing long rest. The stored spell can be cast by the Runic Knight at its lowest possible level if the spell is 5th level or lower. The spell is stored in the rune until cast by the Runic Knight or until a long rest. The caster loses all knowledge of the spell and cannot cast it while it is stored. 






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<div class='footnote'>PART 1 | FANCINESS</div>