Handaxe. Melee Weapon Attack: +5 to hit, range 20/60 ft, reach 5 ft. 5 target. Hit: +5 (1d6+3) [slashing] damage
Handaxe. Melee Weapon Attack: +5 to hit, range 20/60 ft, reach 5 ft. 5 target. Hit: +5 (1d6+3) [slashing] damage
Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 5 target. Hit: 5 (4) [bludgeoning] damage.
Rune Carver. You can use magic runes to enhance your gear. You learn 2 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.
Fire Rune. 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 STR saving throw (DC:11) 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.
Frost Rune. While wearing or carrying an object inscribed with this rune, you have advantage on WIS (Animal Handling) checks and CHA (Intimidation) checks.
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 STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Second Wind. Once per short rest, you can use a bonus action to regain 1d10 + 4 HP.
Action Surge. You can take one additional action on your turn. This can be used 1 times per short rest.
Giant’s Might. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- 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.
- You have advantage on Strength checks and Strength saving throws.
- 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.
You can use this feature 2 times, and you regain all expended uses of it when you finish a long rest.
Stone’s Endurance. As a reaction, reduce damage dealt to you by 1d12 +1 once per short rest.
Description
A Goliath Corrupted Rune Knight
Previous Versions
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8/28/2022 6:37:44 AM
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