Base Class: Fighter
Corrupted by ambition and a need for power, this Rune Knight has altered the runes of the giants for their own benefit.Once entrusted with the ability to carve runes into flesh, armor and weapons, they have gone a step further and altered the runes to serve them.
Bonus Proficiencies
3rd-level Rune Knight feature
You gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.
Rune Carver
3rd-level Rune Knight feature
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.
Runes Known
| Fighter Level | Number of Runes |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, 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.
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.
Rune of Spite. Cloud Giants learned deception.You learned something simpler. Never suffer an injury when someone else can suffer it instead.
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 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. An icy cold wind flows through the area you occupy, the coppery tang of blood fills your nostrils as you choose to deflect the attack.
Rune of Ruin. 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.
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 can’t do so again until you finish a short or long rest. The flames of your conjured shackles now emit a dark flame and glow as a dark purple chain.
Frost Rune. 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.
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. This frost rune now draws its power from the hunger for succes you feel, the need to be the strongest.
Rune of Chains. This rune’s magic channels the need to subjugate those weaker than you. 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.You gain proficiency in Intimidation. If you already possess proficiency, your proficiency bonus is doubled for Intimidation checks.
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. Invoking this rune presses on the fragile mind of a weaker entity, showing that you dominate not just physically but mentally as well.
Hill Rune (7th Level or Higher). 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 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 can’t do so again until you finish a short or long rest.
Rune of the Executioner (7th Level or Higher).Storm Giants supposedly glimpsed possible futures.You have mutilated their rune until it reveals only one: the future in which your enemy dies.
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. You gain proficiency bonus to your Initiative rolls.
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.
Rune of Ruin
Corrupted Fire Rune. Fire was once the rune of craft.You have decided destruction is simply another kind of creation.You have proficiency with smith's tools. Your proficiency bonus is doubled for checks involving the destruction, sabotage, alteration, or identification of weapons, armor, structures, or metalwork.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon burning arcane chains: 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 chains, 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 chains on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Rune of Spite
Corrupted Cloud Rune — 7th level required Cloud Giants learned deception.You learned something simpler.Never suffer an injury when someone else can suffer it instead.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 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.
Rune of Submission
Corrupted Stone Rune. The giants used Stone runes to manipulate perception.You have rewritten the symbol around a simpler concept: SubmissionPassiveYou gain proficiency in Intimidation.If you already possess proficiency, your proficiency bonus is doubled for Intimidation checks. 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. 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.
Rune of the Executioner
Rune of the Executioner
Corrupted Storm Rune — 7th level requiredStorm Giants supposedly glimpsed possible futures.You have mutilated their rune until it reveals only one: the future in which your enemy dies. 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.
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.
Rune of the Tyrant
Corrupted Frost Rune You have twisted the rune of endurance into a symbol of absolute physical dominance.You have advantage on Strength (Athletics) checks made to grapple or shove.Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
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.
Stalwart Rune
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 poisoned, and you have resistance against poison damage. The weak who choose to poison you instead of facing you will know your wrath when revealed.
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 can’t do so again until you finish a short or long rest.
Giant’s Might
3rd-level Rune Knight feature
You retain the foundation of traditional Rune Knight magic, but your altered runes have changed its manifestation. As a bonus action, you awaken your corrupted runes for 1 minute. For the duration:
If you are smaller than Large, you become Large, along with anything you are wearing.
You have advantage on Strength checks and Strength saving throws.
Once on each of your turns when you hit with a weapon or unarmed attack, you deal an additional 1d6 damage.
Your unarmed strikes deal 1d6 + Strength modifier bludgeoning damage if they would normally deal less.
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.
Unbroken Strength- While Giant's Might is active, you have advantage on checks made to escape a grapple or restraints.Against mundane restraints—rope, manacles, chains, barred doors, and similar objects—you deal double damage to objects.
Runic Shield
7th-level Rune Knight feature
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new 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.
Great Stature
10th-level Rune Knight feature
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.
Moreover, the extra damage you deal with your Giant’s Might feature increases to 1d8.
Master of Runes
15th-level Rune Knight feature
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
18th-level Rune Knight feature
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might 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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