Base Class: Fighter
Runes are an ancient form of magic, created by the giants long before the age of man, and later refined by the dwarves to be much more effective. You have studied long and arduously on how to carve runes into your equipment, and use their mystical properties effectively, augmenting your physical abilities, and so much more with their power.
Rune Carver
Starting at 3rd level, you can carve magic runes into your gear to enhance them and give you special passive and activated abilities. You learn runes of your choice equal to your proficiency modifier from among the runes described below, and each time you gain a +1 to your proficiency modifier, you can add one rune from this feature to your repertoire. When you reach certain levels in this class, you add additional runes to your list of learnable runes. you can see 4/6 runes at level 3 and the next at level 7.
if it wasn't clear from the over-complicated and confusingly worded description above, you permanently select one rune to learn for every point in your proficiency bonus. there are 6 runes total, and you can have +6 in proficiency max. meaning you can access every rune at once eventually.
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know/your proficiency modifier, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. (carving these runes is a free action, but once carved they cannot be removed and you can only carve a number of runes equal to your proficiency modifier, max 6.)
The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
(extra note, you can choose the same rune multiple times to gain additional uses, but forgo the passive benefits of other runes. also, when you use the ability of a rune and deplete its power to use said ability, you still regain the passive buff.)
(Rune Options-)
- Cloud Rune {Level 3} 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. if you inscribe this onto your weapon it deals an additional 1d6 wind damage with every strike, or if you inscribe this onto your armor you gain resistance to force damage as long as you are wearing said armor.
In addition, when you or a creature you can see within 45 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a creature within 45 feet of you, this can be 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. however if the attack kills the attacker or another creature you choose, you regain its use for free.
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Fire Rune {Level 3} 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, and you gain advantage to strength checks and saving throws. if you inscribe this onto your weapon it deals an additional 1d6 fire damage with every strike, or if you inscribe this onto your armor you gain resistance to fire damage as long as you are wearing said armor.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune as a bonus action to summon fiery shackles: the target takes an extra 2d6 fire damage (increases at level 5, 11, and 17 to 4d6, 6d6, and 8d6.), 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 (increases at level 5, 11, and 17 to 4d6, 6d6, and 8d6.) 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. however if the target is killed within the duration of 1 minute without escaping the shackles you regain your use of it.
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Frost Rune {Level 3} 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. if you inscribe this onto your weapon it deals an additional 1d6 ice damage with every strike, or if you inscribe this onto your armor you gain resistance to ice damage as long as you are wearing said armor.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 to all ability checks, rolls, and saves, you gain +25 temporary hit points, and you get +2 armor class.
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Stone Rune {Level 3} 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, you have darkvision out to a range of 120 feet, and are immune to blindness if you succeed a con saving throw at the beginning of every one of your your turns to the condition. if you inscribe this onto your weapon it deals an additional 1d6 bludgeoning damage with every strike, or if you inscribe this onto your armor you gain resistance to bludgeoning damage as long as you are wearing said armor.
In addition, when a creature you can see ends its turn within 45 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 while it descends into a dreamy stupor, giving you and all allies advantage against them. 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. however if you kill the target with this active before the duration runs out or they break out, you regain its use.
- Hill Rune {Level 7} This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being incapacitated, and you have advantage against saving throws against weakening or incapacitating spells or attacks. if you inscribe this onto your weapon it deals an additional 1d6 bludgeoning damage with every strike, or if you inscribe this onto your armor you gain resistance to bludgeoning damage as long as you are wearing said armor.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, poison, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
- Storm Rune {Level 7} 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, you gain +2 to initiative, and you can't be surprised as long as you aren't incapacitated. if you inscribe this onto your weapon it deals an additional 1d6 lightning damage with every strike, or if you inscribe this onto your armor you gain resistance to lightning damage as long as you are wearing said armor.
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 cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Giant's Might
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(use your bonus action to imbue your body with the strength, might, and vitality of the giants. make yourself and your carried equipment large size, gain advantage on strength checks and strength saving throws, deal an additional +2 damage on each attack done either unarmed or with a weapon, you get +5 feet attack reach, and you get 50 temporary hit points but draw aggro of enemies. you can grapple, shove, wrestle, and throw creatures of HUGE size while in this form. this lasts for 1 minute) [you can use this a number of times equal to your proficiency bonus per long rest]
(extra: if you hit an opponent with a critical hit in giant form they have to succeed a strength saving throw or be knocked prone until their next turn.)
Sweeping Strikes
(while in giant form, your weapon becomes massive alongside your body, allowing you to hit up to 2 targets at once with every melee attack)
Runic Ward
At 7th level, you learn to invoke your rune magic to protect your allies or yourself. When another creature you can see within 60 feet of you, or you are hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and pick the lower of the two.
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.
Giant's Stature
- (at level 10 the magic of your runes permanently alters you. When you gain this feature you become 1 foot taller and gain +15 permanent hp (counted as temporary hp gained at the start of every long rest. also, the extra damage you deal with your Giant's Might feature increases to +4.)
Master of Runes
At 15th level, you can invoke each rune you have carved from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
in addition, your damage boost from carving a rune into your weapon increases from a 1d6 to a 1d8, and you are now allowed to carve 2 runes into your armor at once.
also. when initiative is rolled, if you have 0 uses left on a rune skill, regain 1 use. this can happen for up to 3 runes of your choosing that you have equipped/carved.
Titanic Juggernaut
- (at level 18 your giant's might damage increases to +6, you increase to HUGE size rather than large, and you get 100 temporary hit points. your aggro draw is almost full by this point, you can grapple, shove, wrestle, and throw creatures/objects of GARGANTUAN size, and your reach with your weapon increases by 10 feet/your sweeping strike skill can hit up to 3 enemies per slash)
- [fun little synergy note. if someone casts enlarge on you, you become GARGANTUAN size and have 150 temp hp, +8 to damage, and can lift literally almost anything. and, at gargantuan size... YOU CAN WRESTLE A TARRASQUE and YEET DRAGONS.]