Fighter
Base Class: Fighter

(Heavily based off of rune knight but swapping out the giant aspects and focusing heavier on the rune Magic)


You discovered how to enhance your martial prowess using the supernatural power of runes. The ancient practice of rune magic originated with Godtouched Extinction. Skiltgravr (“rune cutters”) can be found among the ruins of the land and occasionally in ancient locations and spoken by the echos. Whether you found an old scroll, journal, architecture, or spoken by one of the echos you have slowly learned their power. Over time you have learned how to carve and apply these runes to your equipment.

Bonus Proficiencies

You gain proficiency with smith’s tools, and you learn to speak, read, and write giant.

Rune Magic

You learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armor, or shields.

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, or a shield.

Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes.

Each time you gain a level in this class, you can replace one rune you know with a different one.

Rune Options

Here are Rune options for the Rune Magic feature. They are all magical effects.

If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency + your intelligence modifier.

Haug (Hill Rune)

This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with 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 the rune, you can’t do so again until you finish a short or long rest.

 

Ild (Fire Rune)

 

This rune’s magic channels the masterful craftsmanship of fire giant 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 a weapon attack, you can invoke the rune to summon fiery shackles: the target 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 the rune, you can’t do so again until you finish a short or long rest.

 

Ise (Frost Rune)

 

This rune’s magic evokes a frost giant’s stoic calm. 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 Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

 

Skye (Cloud Rune)

 

This rune’s magic emulates the deceptiveness of a cloud giant. 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 cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack’s range. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

 

Stein (Stone Rune)

 

This rune’s magic channels the insightfulness of a stone giant. 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 60 feet. If you already have darkvision, its range increases by 30 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 effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

 

Uvar (Storm Rune)

 

Using this rune, you can glimpse the future like a storm giant. 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 are not 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 the rune, you can’t do so again until you finish a short or long rest.

 

Hand Carvings

You have managed to learn the skill of rune carvings to a point where you are able to inscribe them on your own palm. The effects of each vary from rune to rune as before. You can pick one of any of the runes per long rest to inscribe on your hand. If the rune specifies it’s effect as special it has a single until you take a long rest to recharge it. The use of these can either be done as a bonus action or reaction based on description. These actions can not be done while a shield is equiped

Haug (Hill Rune)

 

This rune can be used as a bonus action or reaction. It requires a long rest to recharge. You place your palm to to the ground to invoke this rune. It will create a wall up to 60 feet long, 20 feet high and one foot thick for one round.

 

Ild (Fire Rune)

 

A bolt of fire casts from your palm on a bonus action dealing 1d6 fire damage.

 

Ise (Frost Rune)

 

Shards of ice erupt from your palm on a bonus action dealing 1d6 ice damage

 

Skye (Cloud Rune)

 

This rune can be used as a bonus action or a reaction. It requires a long rest to recharge. Once you invoke the rune a thick cloud of smoke Emirates from your hand about 40 square feet.

 

Stein (Stone Rune)

 

This rune can be only used as a reaction. This can only be recharge on a long rest. Once you place your palm to your chest it turns your skin to stone and raises your AC + 5

 

Uvar (Storm Rune)

 

Lightning explodes from your palm dealing 1d6 lightning damage on a bonus action.

Defensive Runes

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 grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2).

In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three).

 

Great Stature

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 Hand Carvings feature increases to 1d8.

In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four).

 

Rune Magic Mastery

You can invoke each rune you know from your Rune Magic feature twice (including Hand Carvings), rather than once, and you regain all expended uses when you finish a short or long rest.

In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five).

 

Blessings of the Godtouched

You learn how to share your rune magic with your allies. When you use your Palm Carving feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Palm Carving feature.

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