Anvilmaster

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## Fighter: Anvilmaster

**Fidelity Bonus.** Shonnakar Dragonkin receive Inspiration at the start of every session.

**Bonus Proficiency.** When you choose this archetype at 3rd level, you gain proficiency in History and Anvilhammers,

### Runestriker

Starting at level 3, you can learn the runes used to create magical artifacts from cosmic magic. You learn one rune 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. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.

Runes Known
 7th
 10th
 15th

You can use your action to strike any runes you know as long as you are weilding an anvilhammer. If a passive rune is active from your previous turn, you can continue to use this rune using a bonus action at the beginning of any subsequent turn. You cannot have more than one passive effect active at one time. Once you use a rune, you cannot use it again until you finish a short rest. Damage caused by runes and saves taken against runes are treated as if runes were spells.

The following runes are available to you when you learn a rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

* **Rune of Striking (Passive)** – Strike this rune to grant a weapon carried by a creature within 15 ft a bonus to their melee weapon damage equal to your Constitution modifier.
* **Earthshatter Rune** – The anvilmaster swings their hammer into the ground, breaking the rune. Draw a line 5ft wide and 15ft long. Any creatures within the area must pass a Constitution save or be knocked prone. The line extends to 30ft long when you reach fighter level 10.
* **Rune of Shielding (Passive)** – When you strike this rune, choose a creature that has an AC lower than your own that you can see. While this creature is within 15 feet of you, they receive a +2 bonus to their AC.
* **Skyshatter Rune** – Raising their hammer to the sky, the rune breaks and sends a shockwave outward. All creatures within 15ft of the Anvilmaster immediately pass a Strength saving throw or take 1d8 bludgeoning damage for each rune the anvilmaster knows and being pushed back 15 feet, taking half damage and being pushed 5 feet on a success. Creatures with a fly speed are vulnerable to this damage unless resistant or immune.
* **Rune of Healing (Passive)** – When this rune is struck, the anvilmaster chooses any creatures it can see. Any of those creatures starting their turn within 15 feet of the anvilmaster is granted temporary hit points equal to the half the anvilmaster's level.
* **Ironshatter Rune** – The Anvilmaster seeks to turn their opponent’s armor into their coffin. Make a weapon attack with your anvilhammer as part of the striking of this rune. You have advantage on this attack. If you hit a creature wearing armor, the creature suffers the weapon attack’s normal effects and takes additional damage equal to their AC. If the attack critically hits, you double this damage as well.

### Runehex

At 7th level, whenever you strike a rune that affects a creature, you can choose one of these creatures and Hex it. This Hex lasts 1 minute and any concentration checks are automatically passed.

### Crafts of War

Anvilmasters are not typical warriors, but still adhere to a basic doctrine of combat that grows with them. At level 10, anvilmasters can commit fully to one of the following Crafts of War, gaining the associated benefit.

* **The Hammer** – Any creature you hit with an attack with an anvilhammer has disadvantage on athletics and acrobatics checks until the start of your next turn.
* **The Anvil** – When using the dodge action, you can make an attack of opportunity against any creature that attacks you or a creature that is affected by a passive rune.
* **The Forge** – Passive runes can be activated as bonus actions. Additionally, the first passive rune you strike does not count towards the number of times that rune can be struck each day.

### Unbinding

When you reach 15th level, the anvilmaster can sense magic in artifacts and draw it out. The anvilmaster can cast Detect Magic at will without spending a spell slot, but this only shows enchantments within forged weapons and armor. As an action, after detecting an enchantment in a piece of equipment, the anvilmaster can choose to suppress the magic on that piece of equipment. The anvilmaster can hold onto this magic for any amount of time, and can choose to let go of the magic any time during their turn. At the start of a turn in which the anvilmaster is holding onto the magic, they must succeed on a Constitution saving throw or suffer 1 level of exhaustion.

Constitution saving throw DC
 Uncommon
 Rare
 Very Rare
 Legendary

### Enchanted Anvil

At 18th level, any magic held by Unbinding details the exact effects stolen from the equipment. As an action, you can attempt to pass an Arcana or History check using the same DCs detailed in Unbinding. On a success, you learn the pattern of the artifact, and can attempt to recreate it on your own cosmic anvil; imbuing a weapon or armor of a similar type with the effect. This will take a number of consecutive days equal to the DC of your check. Once imbued, the item will continue to function until it spends 1 hour outside of the presence of the anvil that created it.