Base Class: Monk
Rune carving is an ancient art, practiced by the giants in older times, as an arcane form of magic. However, most of it has been lost to time, only recently being rediscovered. Most know of rune carving being used in enchanting weaponry, armor, or other such items, but with the strange energy generated from runic magic, some who have trained in ki have found that the mixture of powers creates a strange mixture, far more powerful than modern magic, but also more volatile. Those who train to hone this power often tattoo these runes onto their body, copy them onto scrolls where they can channel their ki through, or even carve the runes into their own flesh, becoming one with the runes and their ancient potential, to ascend beyond human limitations.
Runic Infusion
At 3rd level, you learn how to mimic the ancient runes of the giants, and wield their power in your very hands. You gain proficiency with smith’s tools, and you learn to read, and write Giant. Additionally, you gain access to the power of your runic infusions. You can have only 1 runic infusion active at a time. During a short or long rest, or as a bonus action, you can choose to switch which runic infusion is currently active, if any. While a runic infusion is active, you gain a set of benefits based on the runic infusion (listed below).
- Fire Rune. Your body is infused with the burning might of the fire giant. As an action, you can spend 1 or more ki points to cast Burning Hands at a spell level equal to the amount of ki points spent. The spell save DC for this spell is equal to your ki save DC. After casting Burning Hands in this way, you can make an unarmed strike or Flurry of Blows attack as a bonus action.
- Cloud Rune. Your body is infused with the deceptive magic of the cloud giant. Whenever you make a Dexterity (Slight of Hand) check, you can add your martial arts die to the roll. Whenever you use your Step of the Wind feature, you create a cloud within 5 feet around where you were when you used Step of the Wind. The cloud has the same properties as the Fog Cloud spell.
- Frost Rune. Your body is infused with the bone-chilling cold of the frost giant. Whenever you make an unarmed strike or monk weapon attack, or as a reaction to taking damage, you can spend 1 ki point to deal cold damage equal to twice your proficiency bonus. Additionally, you gain temporary hit points equal to the damage dealt from this feature. You can only use this feature once per turn.
- Stone Rune. Your body is infused with the unbreakable resilience of the stone giant. Whenever you make an attack with a thrown weapon, you deal additional damage equal to your proficiency bonus, and the range for the attack is doubled. Additionally, whenever you use your Deflect Missiles feature, the damage taken from the ranged weapon attack is reduced by an amount equal to your proficiency bonus.
- Storm Rune. Your body is infused with the electric power of the storm giant. Whenever you make an unarmed strike or monk weapon attack, you can spend 1 ki point to target an amount of creatures equal to half of your proficiency bonus (rounded down) within 15 feet of the creature you hit. Those targeted creatures must make a Dexterity saving throw, taking lightning damage equal to two of your martial arts die on a failed save, or half as much on a successful one.
Giant's Blood
At 6th level, the mixture of your ki and the magic of the runes has fused the magical power into your body. Whenever you make an attack with your unarmed strikes, monk weapons, or weapons you are proficient in, the damage dealt is treated as magical for the purposes of overcoming resistances and immunities while a runic infusion is active. You also deal an additional 1d4 damage of a type based on which runic infusion is currently active (listed below). The additional damage dealt increases to 2d4 at 11th level, and to 4d4 at 17th level.
| RUNIC INFUSION | DAMAGE TYPE |
|---|---|
|
Fire Rune |
Fire |
|
Cloud Rune |
Thunder |
|
Frost Rune |
Cold |
|
Stone Rune |
Poison |
|
Storm Rune |
Lightning |
Primordial Adaption
At 11th level, your mastery of the power of your runic infusions grows to even greater heights, allowing you to invoke their power even further. You can have up to 2 runic infusions active at a time. When you use your bonus action to switch which runic infusion is active, you can only switch 1 of your active runic infusions. If you have 2 different runic infusions active at a time, additional damage dealt from your Giant's Blood feature can have the type of damage dealt be based on 1 active runic infusion of your choice, or have the damage split between both types for each individual d4. Your runic infusions also gain the following additional effects:
- Fire Rune. If both of your active runic infusions are fire runes, you can cast the Fire Bolt cantrip as a bonus action. The spell attack modifier for this spell is equal to your proficiency bonus + your Wisdom modifier.
- Cloud Rune. If both of your active runic infusions are cloud runes, using your Step of the Wind feature lets you cast the Misty Step spell as one of the options.
- Frost Rune. If both of your active runic infusions are frost runes, a chill wind surrounds you. When a creature ends its turn within 10 feet of you, you can choose to force it to make a Constitution saving throw, taking damage equal to two of your martial arts dice on a failed save, or half as much on a successful one.
- Stone Rune. If both of your active runic infusions are stone runes, you can spend 1 ki point as an action to treat any weapon you are proficient with if it had the thrown (20/60) property. As a part of the same action, you make a ranged weapon attack with the same weapon. At the end of your turn, the weapon returns to your hands.
- Storm Rune. If both of your active runic infusions are storm runes, you gain a magical flying speed equal to half of your walking speed.
Arcane Override
At 17th level, your body has become so used to the power of the ancient runes that it has overcome the limitations of magic. When a creature within the range of your unarmed strike or equipped monk weapon casts a spell, you can use your reaction to make an attack against that creature with an unarmed strike or monk weapon. You can also choose to give yourself disadvantage on this attack, and if the attack hits, the creature's spell fails and has no effect.
Previous Versions
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2/18/2024 6:43:00 PM
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15
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Coming Soon
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2/20/2024 9:24:03 AM
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11
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1.1
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Coming Soon
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