A Rune Knight triggering Giant's Might causes them to grow to Large. Does this infer extra damage plus the note of 1d6 once per turn? Or is the 1d6 once per turn the only extra damage?
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
For monsters, the DMG (p285) says large creatures deal double the damage dice. However, I highly doubt this would apply to the Rune Knight's use of Giant's Might.
The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
Should Giant's Might net an extra 1d4 to every hit, plus the extra 1d6 once per turn? Or since it is not specified, do the Rune Knight's weapons not enlarge; thus only the 1d6 once per turn?
There is no inherent rule that larger creatures deal any additional damage. The portion you are quoting is a suggestion for DMs that want to create their own monsters - your homebrew monsters aren't forced to follow it, and it is not a gameplay rule that applies to all creatures. On its own, changing size has zero effect on the damage of your attacks. You can just follow the text of the feature exactly.
Unfortunately, if you are a runic knight fighter you only get that bonus 1d6 on each turn. If you choose to go grapples with unarmed focus then you don't even get the 1d4 from enlarge reduce.
The feature does what it says. Since the Giant Might ability clearly says "you become large, along with anything you are wearing." Anything you are wearing, this includes carrying, is now a size larger, and we now need to know if this change affects the weapon in some way, Thus, we now need to know what a large size, or over-sized weapon does for damage. The Dungeon Masters Guide has rules for oversized weapons on pages 277-278. It begins by talking about monsters who have oversized weapons and how to calculate for oversized weapons. Persons want to discount it because they use an example of "monsters", but this section of rules are about how to accurately base damage on over-sized weapons. This would definitely include your currently over-sized (large) weapons, making them one level of over-sized, which by RAW (Rules As Written) doubles their dice.
If your DM is Hard-of-Thinking, then do what a guy in a campaign I am in did, and chose a "monstrous" race like the Bugbear, Centaur, Deep Gnome, Duergar, Fairy, Firbolg, Githyanki, Githzerai, Goblin, Grung, Hobgoblin, Kobold, Lizardfolk, Merfolk, Minotaur (The player's choice from this example), Naga, Orc, Satyr, Siren, Vampire or Yuan-Ti. All of these are races from the Monster Manual, so all of these would qualify, even by the DM’s twisted interpretation of RAW.
There is no way you can tell me that when a Large size Minotaur with an vicious, over-sized, two handed Greataxe charges to attack you, that it isn't going to cause massively more damage than usual. Any other answer than "yes" and I call, "BS" !
Best solution to the illogical DM who refuses to follow RAW:
There is the other option that proves your DM is wrong to not double your dice. Take Smith Tools, or hire a Smith, and make a large weapon. You can also get large weapons for free off dead creatures of large size (bugbear, minotaur, Fiends, golems, etc.). Carry the weapon with you, and when you grow, pull out the large weapon that already has the increased damage and use it. Now there is no way, without being the world's greatest hypocrite and cheat, the DM will HAVE to give you the appropriate damage.
** You can even then ask, after that combat, what is the difference between the large weapon you brought, and the large weapon you also hold, that grew with you. At this point it is fun to watch people dancing to justify their contrary logic/ruling. **
Things are not equal in the D&D world. Pikes are 15-20 feet long. Halberds are 5-6 feet long. Yet both have a "reach" of 10 feet? They obviously acknowledge that the pike is much longer and unwieldy which is why it isn't included in Polearm Master even though it is clearly a polearm. The same can be said of this size increase and what it does and does not do. I think they were deliberate in not using the same mechanics for large weapons with Giants Might. The same way that Goliaths are large as NPC's, but medium as PC's. It's a way to keep some form of balance while still adding flavor.
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A Rune Knight triggering Giant's Might causes them to grow to Large. Does this infer extra damage plus the note of 1d6 once per turn? Or is the 1d6 once per turn the only extra damage?
For monsters, the DMG (p285) says large creatures deal double the damage dice. However, I highly doubt this would apply to the Rune Knight's use of Giant's Might.
When looking at Enlarge/Reduce though...
Should Giant's Might net an extra 1d4 to every hit, plus the extra 1d6 once per turn? Or since it is not specified, do the Rune Knight's weapons not enlarge; thus only the 1d6 once per turn?
Only the extra D6. It would specify if there was another increase. The extra damage dice is for monsters and the enlarge d4 is for that spell only.
I have a weird sense of humor.
I also make maps.(That's a link)
There is no inherent rule that larger creatures deal any additional damage. The portion you are quoting is a suggestion for DMs that want to create their own monsters - your homebrew monsters aren't forced to follow it, and it is not a gameplay rule that applies to all creatures. On its own, changing size has zero effect on the damage of your attacks. You can just follow the text of the feature exactly.
Unfortunately, if you are a runic knight fighter you only get that bonus 1d6 on each turn. If you choose to go grapples with unarmed focus then you don't even get the 1d4 from enlarge reduce.
The feature does what it says. Since the Giant Might ability clearly says "you become large, along with anything you are wearing." Anything you are wearing, this includes carrying, is now a size larger, and we now need to know if this change affects the weapon in some way, Thus, we now need to know what a large size, or over-sized weapon does for damage. The Dungeon Masters Guide has rules for oversized weapons on pages 277-278. It begins by talking about monsters who have oversized weapons and how to calculate for oversized weapons. Persons want to discount it because they use an example of "monsters", but this section of rules are about how to accurately base damage on over-sized weapons. This would definitely include your currently over-sized (large) weapons, making them one level of over-sized, which by RAW (Rules As Written) doubles their dice.
If your DM is Hard-of-Thinking, then do what a guy in a campaign I am in did, and chose a "monstrous" race like the Bugbear, Centaur, Deep Gnome, Duergar, Fairy, Firbolg, Githyanki, Githzerai, Goblin, Grung, Hobgoblin, Kobold, Lizardfolk, Merfolk, Minotaur (The player's choice from this example), Naga, Orc, Satyr, Siren, Vampire or Yuan-Ti. All of these are races from the Monster Manual, so all of these would qualify, even by the DM’s twisted interpretation of RAW.
There is no way you can tell me that when a Large size Minotaur with an vicious, over-sized, two handed Greataxe charges to attack you, that it isn't going to cause massively more damage than usual. Any other answer than "yes" and I call, "BS" !
Best solution to the illogical DM who refuses to follow RAW:
There is the other option that proves your DM is wrong to not double your dice. Take Smith Tools, or hire a Smith, and make a large weapon. You can also get large weapons for free off dead creatures of large size (bugbear, minotaur, Fiends, golems, etc.). Carry the weapon with you, and when you grow, pull out the large weapon that already has the increased damage and use it. Now there is no way, without being the world's greatest hypocrite and cheat, the DM will HAVE to give you the appropriate damage.
** You can even then ask, after that combat, what is the difference between the large weapon you brought, and the large weapon you also hold, that grew with you. At this point it is fun to watch people dancing to justify their contrary logic/ruling. **
Things are not equal in the D&D world. Pikes are 15-20 feet long. Halberds are 5-6 feet long. Yet both have a "reach" of 10 feet? They obviously acknowledge that the pike is much longer and unwieldy which is why it isn't included in Polearm Master even though it is clearly a polearm. The same can be said of this size increase and what it does and does not do. I think they were deliberate in not using the same mechanics for large weapons with Giants Might. The same way that Goliaths are large as NPC's, but medium as PC's. It's a way to keep some form of balance while still adding flavor.