Base Class: Rogue
Rune Rogues enhance their 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.
Rune Carver
Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes 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.
Abyssal Rune
Abyssal Rune: While wearing or carrying an object inscribed with this rune, you can see creatures that are trying to hide from you, you have true sight within 15 ft of you.
In addition, as an action, you can make all creatures within 30 ft of you to make a charisma saving throw of 8 + your proficiency bonus + your charisma modifier. on a fail they show their true form, become un-invisible, and their location is known for a minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Cloud Rune
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.
- In addition, when you or a creature you can see within 30 feet of you fails a saving throw, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the thing invoking the saving throw. The chosen creature becomes the target of the effects the failed saving throw causes, using the same roll. This magic can transfer the effects regardless of the effects range. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Death Rune
Death Rune: While wearing or carrying an object inscribed with this rune, as a reaction when you see a creature die you can force it to make a melee attack against a creature of your choosing.
In addition, when you see a creature die, as a reaction you can force it to make any attack action, before this attack they can move up to their former movement speed. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Eldritch Rune
Eldritch Rune: While wearing or carrying an object inscribed with this rune, you have resistance to bludgeoning, slashing, and piercing damage from nonmagical attacks.
In addition: as an action, you can invoke this rune, to gain advantage on saving throws against all spells for a minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Fog Rune
Fog Rune: While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (stealth) checks. While in Fog or smoke you are considered invisible.
In addition, you can use your action to invoke this rune and cast a 30 ft radios fog cloud that lasts for 1 minute while in combat and 10 minutes while out of combat. This fog stays in place no matter whatever gusts of wind are used to blow it away. As a bonus action you can move the fog cloud 30 ft in any direction.
Stone Rune
Stone Rune 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.
- 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 against 8 + your proficiency bonus + your charisma modifier. 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
Storm Rune: Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you can't be surprised as long as you aren't incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're 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 see what their affinity to one type of damage is.
Giant Sight
At 3rd level, you have learned how to imbue yourself with the sight of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- You have advantage on wisdom checks and wisdom saving throws.
- Once on each of your turns, when you deal sneak attack damage the damage increases by 1d6.
- You have advantage on all stealth checks.
- You have blind sight out to a radius of 20 feet.
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.
Runic Link
At 7th level, you learn to invoke your rune magic to help your allies and hurt your enemies. When another creature you can see within 60 feet of you rolls a saving throw, you can use your reaction to give the creature advantage or disadvantage on the roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Master of Runes
At 13th 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 Assassin
At 17th level, you learn how to amplify your rune-powered transformation. As a result, the extra sneak attack damage you deal with the Giant's Sight feature increases to 3d6. Moreover, when you use that feature, your reach increases by 5 feet.
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