These runes can be found in the world (at the discretion of your DM but usually in places related to Giants) and can be learned by a Rune Knight Fighter by studying their magic over a long rest. If a rune has a level requirement, you must be at least that level in the Rune Knight class to learn that rune. These Runes do not replace or count against the runes learned from your Rune Carver feature.
Whenever you finish a long rest, you can touch an object and inscribe a rune onto it. 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.
If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
Blood: Blood Rune. This rune's magic causes your blood to boil like that of the Fire Giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Medicine) checks, and you gain an additional use of your Second Wind feature.
- In addition, you can invoke this rune as a bonus action to flood your body with negative magic. You gain resistance to necrotic damage for 1 minuet. When you take damage from a melee weapon or spell attack, the creature that damaged you takes necrotic damage equal to 1d8 + your Constitution modifier (minimum 2). Once you invoke this rune, you can't do so again until you finish a short or long rest.
Doo: Death Rune (7th Level or Higher). This rune's magic grant's you protection against the forces of death. While wearing or carrying an object inscribed with this rune, you have advantage on death saving throws.
- In addition, when a creature you can see within 30 feet of you would make a death saving throw, you can use your reaction to invoke this rune and cause that creature to regain hit points equal to 1d10 + your Constitution modifier (minimum 2). Once you invoke this rune, you can't do so again until you finish a short or long rest.
Wyrm: Dragon Rune (7th Level or Higher). This rune's magic channels a giant's hate for their ancient foe. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (History) checks and you have advantage on saving throws against the Frightful Presence and Breath Weapons of dragons. For the purpose of this rune, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
- In addition, when you hit a dragon with a weapon attack, you can invoke this rune to strip the dragon's ability to fly: for 1 minute the dragon takes an extra 2d6 damage from your weapon attacks, and after each successful attack must succeed on a Dexterity saving throw or have it's flying speed reduced to 0 for the duration. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Ferd: Journey Rune. This rune's magic blesses you from the journey ahead. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Survival) checks and Initiative rolls.
- In addition, you can invoke this rune as a bonus action as you briefly become surrounded by silvery mist. You teleport up to 30 feet to an unoccupied space that you can see. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Kong: King Rune (18th Level or Higher). Like the mighty King Hekaton of old, this rune's magic marks its wearer as the chief of chief's. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (Persuasion) checks, and you have Truesight out to a range of 60 feet.
- In addition, you can invoke this rune as a bonus action to create a mighty weapon worthy of the king of giants. For 1 minuet, a weapon you are holding becomes infused with the magic of the tall folk: while holding the weapon your Strength score increases by 4 and can exceed 20, but not 30. For the duration, the weapon becomes magical for the purposes of overcoming resistances and deals an additional 1d12 thunder damage. As an action, you can throw the weapon to a point you can see within 500 feet as the weapon becomes a bolt of lightning. Each creature within 10 feet of that point must make a Dexterity saving throw taking, 12d8 lightning damage on a failed save, or half as much damage on a successful one. The weapon returns to your hand at the beginning of your next turn and all effects of this feature end. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Stig: Light Rune. This rune's magic sheds a near-celestial light. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Religion) checks, and Wisdom (Perception) checks.
- In addition, you can invoke this rune as a bonus action causing it to ignite with blinding light. Each creature with 30 feet, that can see you, is forced to make a Wisdom saving throw. Unless the save succeeds, the creature is blinded for 1 minuet. A creature can repeat the saving throw at the end of each of its turns, ending the blindness on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Hellig: Sacred Rune (7th Level or Higher). This rune's magic hardens your willpower, spirit and mind making you resistant to mind altering effects. While wearing or carrying an object inscribed with this rune you have advantage on saving throws made to resist being charmed, frightened, or possessed.
- In addition, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Skold: Shield Rune (10th Level of Higher). This rune's magic gives you a supernatural-like ability to avoid harm. While wearing or carrying an object inscribed with this rune, you gain an additional use of your Indomitable feature.
- In addition, you can invoke this rune as a bonus action causing a spectral shield to form around you and your allies. You and a number of creatures you can see equal to your PB gain temporary hit points equal to 1d10 + your Constitution modifier (minimum 2). Once you invoke this rune, you can't do so again until you finish a short or long rest.
Krig: War Rune (10th Level of Higher). This rune's magic makes you an unparalleled warrior amongst your kin. While wearing or carrying an object inscribed with this rune, you have advantage on Strength (Athletics) checks, and you gain an additional use of your Action Surge feature.
- In addition, when you hit a creature with a weapon attack, you can invoke this rune causing the creature to become weakened. The creature gains venerability to any damage types that weapon produced. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Vind: Wind Rune (7th Level or Higher). This rune's magic grants you enhanced speed. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Acrobatics) checks, and your walking speed increases by 10 feet.
- In addition, you can invoke this rune as a bonus action to become like the wind. For 10 minutes, you gain a flying speed equal to your walking speed. Once you invoke this rune, you can't do so again until you finish a short or long rest.
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Posted Sep 12, 2021I'm looking for more rune ideas so if you have any post em' bellow