Runeknight
Play the Call of the Runeknight if you want to control the battlefield with a range of magical runes.
Elemental Runes: When you successfully hit an adversary, you can mark a Stress to apply one effect from the elemental options below:
Fire: The target becomes temporarily Restrained by chains of ethereal fire.
Earth: You cover yourself with stony debris, when you next take damage, reduce it by 1d10.
Water: A torrent of water hits an adversary within Close range and makes them temporarily Vulnerable.
Air: You can fly until you make an attack roll.
Power Runes: You can spend 2 Hope to gain one of the following benefits until your next rest. You can only have one benefit active at a time.
Might: The bonus for your No Mercy feature becomes +2.
Mind: You have advantage when trying to understand languages or solve difficult puzzles.
Spirit: You can mark 2 Stress to reroll a reaction roll.
Master Rune: When you select a benefit from your Power Runes feature, you also gain the following benefits until your next rest.
You grow to become triple your original size.
You can leap up to Very Far range without needing to make an action roll.
You gain a +2 to Evasion as an active lightning storm swells around you granting protection.