Lesser Giant Runes Image
Prerequisite: Rune Knight
 

Lesser Giants are typically not as intelligent as their Pureblooded Counterparts, occasionally however one smart enough to realize the disparity is born. And they are not happy, due to this they’ve gone through great lengths to make their own runes linked to their namesakes from their pride.

Lesser Giant Runes:

Ash Rune - This Rune was Derived from the Fire Rune. 
- Passive: While carrying this you Double all Stealth Rolls.    
- Active: When successfully hitting a creature with a Melee Weapon, use a bonus Action so they must do a Constitution Saving Throw DC 8 + prof + CON, if they fail they will be blinded and unable to concentrate for 1 minute.

Mist Rune - This Rune was Derived from the Cloud Rune.    
- Passive: Add your own Proficiency Modifier, to your AC.
- Active: Within a Range of 5 Feet of yourself you can move creatures freely, by forcing them to do a Strength Saving Throw DC 8 + prof + CON, if they fail they will be moved to a different spot of your choice within the 5 foot area.

Sand Rune - This Rune was Derived from the Stone Rune.    
- Passive: Whole carrying this you gain Advantage to (Wisdom) Perception Rolls. And Gain +60 Feet of Tremorsense.
- Active: By touching a creature you can implant this rune onto them, or attach it to an item held by a creature. Whoever holds this rune while taking a long rest they must do a Strength Saving Throw DC 8 + prof + CON, if they fail their dreams will be invaded by the user, and their memories will be viewable by the user.

Maur Rune - This Rune was Derived from the Storm Rune.    
- Passive: Whole carrying this, the rune allows you to roll Arcana, Survival, Medicine, and Investigation using the Strength Ability Score rather than Intelligence or Wisdom. 
- Active: Once per long rest, use an Action to disrupt the mind of a creature within sight, they must do a Strength Saving Throw DC 8 + prof + CON, if they fail they will be unable to concentrate and begin taking 2d8+CON psychic damage for 1 minute until they are unconscious.

Death Rune - This Rune was derived from the theoretical Titan Rune.     
- Passive: while carrying this Doubles Intimidation Rolls. All Intimidation Rolls now use Strength Ability Score rather than Charisma Ability Score.
- Active: Once per long rest, use an Action to create an aura of Death Around yourself which inflicts 1d4+Constitution worth of Necrotic Damage. At the start of your every turn indiscriminately to every creature within a 10 foot radius of yourself, for 1 minute.

Fomorian Rune - This Rune was Derived from the Frost Rune.
- Passive: While carrying this, your Charisma Ability Score is halved.
- Active: Once per long rest, use an Action for your mind to be doused with an Influx of Cruelty and knowledge on how to be that way. Every Attack you use will have double your Athletic (Strength) added to the damage rolls, as you know how to best be Cruel in combat for 10 minutes.

Troll Rune - This Rune was Derived from the Hill Rune.
- Passive: While carrying this, you gain +2 on Constitution and Strength Checks and Saving Throws.
- Active: Once per long rest, use an Action to get 1d10+Constitution to start regenerating at the start of your every turn for the next 10 minutes.

Cyclops Rune - This Rune was Derived from the Titan Rune.
- Passive: While Carrying this, you gain advantage and +1 to all Saving Throws.
- Active: Once per long rest, you can choose to simply succeed a roll to the highest degree no matter what type of dice is used.

(DM chooses what Rune you get at what level, alternatively the DM may also give these out separately, through different NPC’s or as Quest Rewards rather than as the whole Feat.)

Lesser Giant Runes Image

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