Base Class: Fighter
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.
Runic
Runic
Starting at 3rd level, you know Runic, the dead language of magic. You can read and write in this ancient language and use it as a form of sign language as it has no verbal components.
In addition, you gain proficiency with the tattooist's tools and the calligrapher’s supplies
Rune Carver Starting at 3rd level, you can use magic runes to enhance your gear. You learn a number of runes equal to 2 + your Wisdom modifier (minimum of 1), 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 added runes, as shown in the Runes Known table.
Runes Known
Fighter Level Number of Runes
3 2+Wis
7 3+Wis
10 4+Wis
15 5+Wis
Armory Rune
Since you have learned how to inscribe runes on your body and weapons to increase your martial capabilities. Whenever you gain a level in this class, you can replace a weapon rune with a new weapon rune.
Some Body Runes have level pre-requisites, and can only be replaced with another rune of the same level.
At 3rd level, you gain the following benefits:
Body Runes.
As a Rune Keeper, you can magically inscribe powerful runes on your skin to various ends. At 3rd level, your body can only manage two runes. This increases as you gain in levels as your body becomes more able to metabolize the magical energy in the runes. Your Rune limit increases, allowing you to inscribe added runes to you at 7th, 10th, and 15th levels.
In addition, these runes protect your body. Your Unarmored AC is equal to 10 + Your Dexterity Modifier + Your Constitution Modifier.
Weapon Runes.
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. You can bind to magical weapons this way, but not artifacts. You can have only one weapon bound in this way. If you bind yourself with another weapon, the runes disappear on the earlier one and reaper on your new weapon. This bound weapon is also inscribed two rune from the Weapon Runes list. You can inscribe added runes to your weapon at 7th, 10th, and 15th levels
Once you have bonded a weapon to yourself, you cannot be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
Runes
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 Wisdom modifier
Cloud Rune.
Passive. 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. Additionally, the wearer has resilience to disease, akin to a cloud giant, and has advantage on Constitution checks to resist diseases.
Offensive. This rune embodies the tactical skill of the cloud giants. While wielding a weapon inscribed with this rune you gain +1 bonus to your attack rolls, and deal an additional 1d4 bludgeoning damage with your attack.
Defensive. This rune is like the ones inscribed on the protective items of the cloud giants. While wearing armor or carrying a shield inscribed with this rune, non-magical ranged attacks against you have disadvantage.
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. 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 cannot do so again until you finish a short or long rest.
Dragon Rune.
Passive. A runic charm to give one the wisdom of an ancient gold dragon. When wearing an object inscribed with this rune, you gain the ability to speak, read, and understand the draconic language, and gain advantage on Wisdom (History) checks.
Offensive. Whether these runes were carved to aid someone in battle against dragons, or to emulate their power in battle is unknown, but the effects grant you some of the ferocity of a black dragon. When you wield a weapon inscribed with this rune it takes on the power of a black dragon’s crushing fangs and acid breath, dealing an added 1 piercing and 1d4 acid damage.
Defensive. This rune imbues your armor with the sleekness and grace of a dragon’s hide. When you wear Armor or carry a shield inscribed with this rune, your armor does not hinder you when you attempt Dexterity (Sneak) checks or Strength (Athletics) checks to swim.
In addition, you can invoke this rune as an action to imbue yourself with a breath weapon, this works as a dragonborn of ½ your level, you may choose what sort of breath weapon from the dragonborn ancestry list. Once you use this ability, you cannot use it again until completion of a short or long rest.
Eye Rune.
Passive. Embodying the sneaky and pestilent nature of the fomorians, this rune is best for getting the drop on your opponents. When wearing an object inscribed with this rune you have advantage on Dexterity (Stealth) checks and Wisdom (Medicine) checks to determine the nature of a disease.
Offensive. This rune’s magic channels the virulence of fomorians. When wielding a weapon that bears this rune your attacks deal an added 1d4 of necrotic damage. Additionally, if your successfully attack an enemy, as a bonus action you can inflict a disease upon your enemy. They must make a constitution save or be afflicted by one of the diseases listed. You can use this ability a number of times equal to your proficiency modifier per short or long rest.
-Blinding sickness. Pain grips the creature’s mind and its eye’s turn milky white. They have disadvantage on skill checks and saving throws that require sight, and disadvantage on all attack rolls.
-Limb hardening. The creature’s muscles harden painfully, becoming difficult to move. The creature has disadvantage on skill checks and saving throws that require dexterity, and their dexterity bonus to AC is halved.
-Wasting plague. The creature is immediately stricken by headaches, and severe nausea, and puss filled sores begin to cover their body. The creature takes 2 constitution damage, and will take an added 2 constitution damage every day until the disease can be removed. This disease can be transferred between humanoid creatures.
Defensive. This rune was crafted so it is bearer would not befall a similar fate to the fomorians. When you wear armor or carry a shield inscribed with this rune, you have advantage on saving throws to resist enchantments and curses.
In addition, you can invoke this rune as an attack action to channel the fomorian’s evil eye. The target must make a charisma saving throw, and takes 2d8 psychic damage, and half as much on a successful save. On a failed save the creature is magically deformed, the creature has its speed halved and has disadvantage on saving throws. This effect lasts for 1 minute.
Fire Rune.
Passive. 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. Additionally, the wearer gains the fire giant’s affinity for heat, and does not suffer from the effects of heat exposure while traveling.
Offensive. This rune is imbued with the fire magics of the fire giants. Weapons bearing this rune deal an added 1d4 fire damage and cannot be affected by the heat metal spell.
Defensive. This rune’s magic protects against flame. Armor or shields bearing this rune grant the wearer resistance to fire damage, and the armor cannot be affected by the heat metal spell.
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 cannot do so again until you finish a short or long rest.
Frost Rune.
Passive. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. Additionally the wearer gains the frost giant’s affinity for cold, and doesn’t suffer from the effects of the cold while traveling.
Offensive. This rune embodies the fierce and brutal tactics of the frost giants. Weapons bearing this rune deal an added 1d4 cold damage, and striking the ground with the weapon causes it to freeze over, making it difficult terrain for 1 round and anyone walking on it must make a Dexterity save, or slip and fall prone.
Defensive. This rune’s magic protects against cold. Armor or shields bearing this rune grant the wearer resistance to cold damage. Additionally, enemies that strike the wearer with a melee attack take 1d4 cold damage.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Hill Rune.
Passive. This rune infuses the bearer with the voracity of hill giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Survival) checks to find food, and you gain a keen sense of smell, giving you advantage to Wisdom (Perception) checks that rely on smell.
Offensive. This rune embodies the brutish nature of hill giants and their stone tossing ways. Any weapon bearing this rune gains the thrown property with a range of 15ft/30ft, and those that already have it have their range doubled.
Defensive. This rune's magic bestows a resilience reminiscent of a hill giant. While wearing armor or carrying a shield that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you cannot do so again until you finish a short or long rest.
Mountain Rune.
Passive. With this rune you have the innate senses of a mountain giant. When wearing an object inscribed with this rune you have advantage on checks made to find caverns or caves, and on Wisdom (Perception) checks to detect the presence of an unwanted trespasser in a building or camp you have spent at least 30 minutes in.
Offensive. Lacking tact, mountain giants rush their enemies and beat them with clubs, this rune lets you do it too. While wielding a weapon inscribed with this rune you gain 10ft of movement speed, and bludgeoning weapons receive +1 bonus on attack and damage rolls.
Defensive. This rune enables you to use the stench of the mountain giant to your benefit. If you are wearing armor or holding a shield bearing this rune, as a bonus action you can emit a foul odor. All within 5ft of you must make a constitution save, or receive the poisoned condition. You may use this ability a number of times equal to your ability bonus per short or long rest.
In addition, you can invoke the rune as a bonus action to call for aid from the local wildlife. You can summon a number of beasts equal to ½ of your fighter level. The beasts that answer your summons are decided by your DM. they will stay and fight for you for 1 minute, will understand broadly defined commands such as “Attack” or “Retreat”, and will flee from combat when bloodied.
Stone Rune
Passive. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have Darkvision out to a range of 120 feet.
Offensive. This rune emulates the preferred combat of the stone giants. When wielding a ranged weapon inscribed with this rune, you gain a +1 bonus to your attack rolls. When wielding a melee weapon inscribed with this rune, upon a successful hit, as a bonus action you can launch your enemy, they must make a strength save or be thrown 10 ft backward from your position.
Defensive. This rune imbues the wearer with a stone giant’s thick skin. When wearing armor or carrying a shield with this rune the wearer gains a natural armor bonus of +1.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Storm Rune.
Passive. Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
Offensive. This rune channels the thunder and lightning like a storm giant. A weapon inscribed with this rune deals an added 1d4 lightning damage. Additionally, as an attack action, the wielder can summon a bolt of lightning in a free hand, and hurl it 30ft/120ft, dealing 1d6 lightning damage if it hits, this ability can only be used once per turn.
Defensive. This rune grants its user a shield against lightning. Armor and shields bearing this rune give their user resistance to lightning damage.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you are incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you cannot do so again until you finish a short or long rest.
Great Stature
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.
You have advantage on Strength checks and Strength saving throws.
Your attacks with melee weapons or unarmed strikes deal an extra 1d8 damage to a target on a hit.
Your strength score increases by 2, your strength score can exceed 20, but not exceed 24.
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.
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.
Runic Power
At 10th level, your skill with weaving runes increases their power. Any time you use a runic ability that deals damage, the number of damage dice double (e.g. 1d6 becomes 2d6, 2d6 becomes 4d6 etc.)
Master of Runes
At 15th level, 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 short or long rest.
Runic Juggernaut
At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Great Stature 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.
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