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 short or long rest
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 short or long rest.
Roll 1d20 to hit + 3 bonus from your Strength + 2 bonus from your Proficiency with Longswords
If you meet or beat the enemy's Armor Class...
Roll 1d8 to damage + 3 bonus from your Strength
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
You must be wielding a shield.
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
As a bonus action, move up to your speed (30 ft.) toward an enemy of your choice that you can see or hear.
You must end this move closer to the enemy than you started.
On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.