Bigby Presents: Glory of the Giants brings you into the larger-than-life worlds of giants with new creatures and locations, in-depth lore on their creation and beliefs, and options to channel the primordial power of giants with your character!
Two of these options are the rune carver background and Rune Shaper feat. These new features allow your character to decipher and use runes of power—the ancient language of the giants—to harness the magic handed down by Annam, the All-Father.
Let's check out what the new rune carver background and Rune Shaper feat have in store and how to use them to create unique new characters!
What Is a Rune Carver?
Long ago, Annam, the All-Father of the giants, forged the Material Plane out of the fragments of the First World. As his descendants, the first giants, set foot upon the realm, he gave them runes of power. These runes allowed those that knew them to harness the power of fundamental forces of the world; the storm rune could give its wielder access to the dangerous might of storms, the cloud rune could lift its wielder into the skies, and so forth.
These runes were sacred to the giants, and they kept them secret from outsiders. But, over the millennia, some of these runes were discovered and transcribed into the dwarvish script, which made the language easier to learn.
Now, these runes are sought after by historians, researchers, and those hungry for power. Rune carvers are a subset of such adventurers who have dedicated their lives to studying runes. They might have learned what they know from structured lessons taught by academic professors at esteemed learning institutions. Or, they might have been taught by the elders of their druidic tribes, who have long known the power that the giant's language holds.
However rune carvers learned what they know, they have dedicated their lives to studying runecraft and expanding the collection of runes they have at their disposal.
Rune Carver Features
Art by Craig J Spearing
Exploring the realm far and wide for relics of a forgotten age is no easy task. Whether rune carvers have spent their past daring to go into places no others have gone before or poring over ancient engravings in a dusty library, there are certain skills and equipment they would have gained to aid them in their adventures:
Skill Proficiencies
Rune carvers gain proficiency in History and Perception:
History. Due to the countless hours spent reading and listening to the legends of the past ages, a rune carver will have a sizeable knowledge base to pull from when History checks are in order.
Perception. Spotting a rune after centuries of exposure to the elements can be difficult. This is why rune carvers train their every sense to ensure that they can locate the barest hint of a potential lead. You never know. Incredible power could lie just beneath a cluster of vines or be buried right beneath your feet.
Languages and Equipment
As a rune carver, you gain proficiency in the language of giants, which stands to reason because you've devoted your life to studying runecraft.
Speaking of runecraft, if your goal is to unearth and learn all you can from the first giants, you'll need the right tools for the job. When you choose the rune carver background, you'll start your adventures with a set of artisan's tools (your choice), among other items. Your artisan's tools help to clear runes of debris left over by time or even to carve new runes as needed.
Rune Styles
Because runecraft is essentially a language unto its own, the styles of carving from one region or culture can vastly differ from others. Perhaps one rune carver whittles pieces of wood into small figurines to mark with runes because their tribe resides in a forest where wood is the most plentiful resource. Another rune carver might have grown up in a scholarly environment, where they learned to craft runes out of wax, ink, or even metal.
No matter how your character creates runes, their ability to channel the innate power in them will undoubtedly help set them apart.
Rune Shaper Feat
As an experienced rune carver, you gain various benefits from studying the magic of Giant runes, represented by the Rune Shaper feat.
Comprehend Languages. One of the benefits of the Rune Shaper feat is gaining access to the comprehend languages spell, which represents your ability to decipher even the most cryptic scripts and ancient languages. You can cast this spell without expending a spell slot once per rest and can also cast it using a spell slot if being able to understand one cryptic message per day isn't enough.
Rune Magic. The other benefit of this feat is the ability to inscribe magical runes onto items you touch. After a long rest, you can inscribe each rune you know onto a nonmagical item. You then learn the associated 1st-level spells on the Rune Spells table that relate to the runes you have inscribed.
The number of runes you know is equal to half your proficiency bonus (rounded down), and you can choose either Intelligence, Wisdom, or Charisma to be your spellcasting ability modifier when you select this feat.
While the rune-inscribed item is in your possession, you can invoke the rune to cast its associated spell without expending a spell slot or using material components once per long rest. You can also cast the spell normally if you have the spell slots to do so.
The runes and their associated spells are as follows:
Rune | Spell |
---|---|
Cloud | Fog cloud |
Death | Inflict wounds |
Dragon | Chromatic orb |
Enemy | Disguise self |
Fire | Burning hands |
Friend | Speak with animals |
Frost | Armor of Agathys |
Hill | Goodberry |
Journey | Longstrider |
King | Command |
Mountain | Entangle |
Stone | Sanctuary |
Storm | Thunderwave |
Rune Shaper Feat Prerequisites
If you want to pick up the Rune Shaper feat and didn't happen to take the rune carver background at character creation, fear not! As long as your class has a spellcasting feature, you can pick up the feat instead of taking an Ability Score Improvement when your class receives one.
Art by Nikki Dawes
Building a Rune Carver Character
Art by Nikki Dawes
Rune carvers come from many walks of life and follow various different adventuring paths. Maybe your rune carver picked up their roguish skills by sneaking into libraries they weren't allowed access to. Perhaps they grew up in a druidic tribe that passed down knowledge of runes from their ancestors. Or, maybe your insatiable curiosity for runes enhanced your ability to bend the innate magic of the universe to your will.
When it comes to choosing a class for your rune carver, you might want to take into account the implications of the Rune Shaper feat.
What Builds Work Best With Rune Shaper?
Melee Martials
Rune Shaper allows access to several powerful spells for martial characters, most of whom don't usually get access to spells of any kind.
- Armor of Agathys is excellent for any character who gets up close and personal with their foes.
- Burning hands can net massive damage if you line your enemies up right, and you're not afraid to get within the 15-foot cone distance.
- Thunderwave can provide some explosive damage if you find yourself surrounded.
- Entangle is an incredibly potent spell for martial characters that can make use of the advantage on attacks the restrained condition provides.
While your lack of spell slots means you could only cast each spell once per day, these spells can enhance your abilities enough to make this a worthwhile feat nonetheless.
When it comes to picking your martial character, both Rune Knight fighters and Path of the Giant barbarians have ties to giants, making it all the more fitting that your character can channel the power of their ancient language.
Utility Casters
Picking up useful 1st-level spells is something that just about any caster class will be more than happy with. Depending on your caster's current strengths, you could grab:
- Chromatic orb is a stand out 1st-level damage spell that is useful in avoiding damage resistances. You'll be able to cast the spell once per day without material components by invoking the Dragon rune, but ensure you have a 50 gp diamond on hand if you want to cast it with your spell slots.
- Command is a multitool spell that can lock down enemies, make them waste their actions, or even help avoid fights altogether.
- Goodberry not only provides sustenance for your entire party but can also be super helpful if your healer goes down.
When it comes to choosing your caster rune carver, Order of Scribes wizards could be fitting because they are the most scholarly out of an already scholarly bunch. If you want to stay within the academic field but don't want to play a wizard, you could also go with a Knowledge Domain cleric or even an artificer who uses runes in their tinkering!
Which Rune Will You Carve First?
Now that we have explored the incredible possibilities of the rune carver background and the Rune Shaper feat from Bigby Presents: Glory of the Giants, you can go off and create your very own character that uses runecraft to enhance their abilities! The only question that remains is, which rune will you choose to draw power from first?
DeAngelo Murillo (That_DeAngelo) is a fourth-generation Mexican-American who helps bring more representation to the geeky community through storytelling, journalism, interviewing creatives, and more on his Twitch channel. In his free time, he enjoys harassing his peers into participating in TTRPG charity events with him and also dies quite often in video games.
Cool, I am preparing to do a path of the giant gnome barbarian, so this might be a good background for them
ngl I'm still gutted that we never got a rune carver artificer subclass.
Can I just tattoo myself with the dragon rune and just look cool?
Sure, just pick a reputable artist who won't take advantage of you and apply the 'flumph' rune instead.
A free casting of goodberry is really good. My party had a Ranger who would always cast goodberry. He’d pass them out, one per member, while keeping any spares. Worked great at reviving downed party members instead of costly healing potions.
Why limit the feat to spellcasting on non-rune carvers? The whole point of runes is that they are a form of magic that don't require you to be a spellcaster, that's how we have Rune Knights; this just seems unnecessarily cruel to non-caster characters who are forced to take a specific background, it should be everyone or no-one.
Lol
Nice
Major downgrade from the original ua. The two tiered version would have worked great with even this shortened pick list of runes, but now it’s just another “one set first level spell and a first level spell you choose once per rest” feat we’ve already gotten like three times. Sure you can pick from two you’ve chosen at level eleven, three at level seventeen, but that doesn’t let you prepare more. This really could have been something with more meaningful choices every rest, something unique among the magical feats, it could have been the sorcerer’s equivalent to a paladins GWM for must-have feats, but instead it’s just recycled divine spark, oneDND magic initiate.
TL;DR - yes, it's kind of weak. It'd be a lot better if it were 1/2 proficiency bonus rounded up, rather than down. At least then it would be 1 spell at 1st level, 2 spells at 5thlevel , and 3 spells at 13th level.
I agree that it's now pretty weak compared to the original UA, but the original was too strong just because Shield was on the list. As a starting, 1st level feat under the OneD&D playtest and direction they seem to be looking at now, though, I think its power level is about right, if on the low side.
You don't get two spell picks out of this little list until 9th level, at which point, big whoop, a free 1st level spell when you can cast 5th level spells. I agree it doesn't have much impact at that point. For the most part, Magic Initiate (at least, if you get to pick the appropriate spellcasting attribute like in the playtest materials) is the better choice because you get more cantrip freedom and all of the benefits are available from day one.
However, I don't think it's awful, just weak, but thematically fun. The two tiered feat as originally drafted was much more powerful because if you took it twice you could get 6 spells - 1 free casting of each, one of them probably being Shield, and treat all of them as essentially prepared. That's actually a lot when normally you only get to prepare about 20 spells. This version gives you a thinner spell selection and about half the benefit, so on paper it's almost the right compromise, the problem being that it's half your proficiency bonus, rounded *down*. If it were rounded up, you'd get a 2nd 1st level spell pick at 5th level... at about a time in your career where that's still somewhat useful, and keeping it kind of on par with Magic Initiate. (Yes, it's all actually 1 more spell than discussed here, but that's locked into Comprehend Languages, which is a bit of a 'mother may I' kind of spell because it totally depends on whether your table includes that kind of thing, and I find a fair number of tables gloss over languages.)
I wouldn't completely toss this feat by the wayside because at high levels, having two or three 1st level utility spell plus Comprehend Languages means that you've got some decent utility spells prepared, freeing up to 3 of your class-dependent prepared spell picks for something higher level, giving you more room to select varied options for your higher level spells so you're not stuck with just one trick for your top spell slot (like being able to prepare Teleportation Circle, Wall of Force, and Bigby's Hand. Even when you only have one 5th level spell slot, you're prepared for a lot more with all of those options than if you have to leave one of them out).
True, but thematically this background can work great with Armorers, Battlesmiths, and Artillerists. Rather than infusions, it's just more complex Rune Carving.
It’s not the strength I’m disappointed by, it’s the versatility and similarity to other feats. It got sort of built up with the strike of the giants feats as something new and distinct, but doesn’t have the mechanical uniqueness that it promised. I just want a spell feat that feels different, especially when the giant and draconic feats were so cool and different from other more weapon leaning feats. To be clear, ideally I’d have the two tiered feat with this reduced spell list, and even at the second tier only allow one free cast from the list, I just think that a feat that increases spells known/prepared without adding additional “spell slots” would be neat and help with casters that don’t get many known spells that get pigeonholed into taking more combat focused spells.
Ah. Okay, yeah, I totally agree with that. Increase known/prepared is something I've thought about too and would be useful for a lot of casters. A missed opportunity for something really fresh.
Thank you. Very cool!
Am I the only one who thinks this with a rune knight fighter would work well? Wanted to add the rune shaper feat to my earth genasi fighter but he has no spell casting
I have one point of contention that I find particularly annoying about the rune shaper feat and that's the inconsistency with the Rune Knight's rune magic. I really wish you could use constitution as the spellcasting modifier, like you do with Rune Knights (even if it's just for the fire rune's strength save). I found it really unique and flavourful, as though the Rune Knight is relying on their physical fortitude to channel the primal magic of the giants, and I'm a little disappointed that this isn't being followed through on.
This might work really well with the Rune Knight. The in the book says "You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell" and the Rune Knight ability rune carver, also has similar wording for the abilities you get from the runes. This reads as if you can double up on abilities for the rune you are getting from the sub-class and feat (as long as you're picking hill, stone, frost, fire, cloud or storm rune). You can get this feat at level 1, pick the fire rune, get to level 3 rune knight and pick stone and cloud and now you can cast 4 1st level spells (counting comprehend language) and use 3 different rune knight abilities. you could get 6 runes by level 10 rune knight and 8 runes by level 17 (level 15 rune knight)
Ah, yes, 1st level feat that no DM will ever let me pick until 5.5 is out, and a 4th level feat that I cannot take without the 1st level feat, again.
Can't wait to spend 2 feat slots for something mid.
The Rune Shaper feat makes the Goodberry Domain (Disciple of Life from Life Domain+Goodberry) build much better. By grabbing Rune Shaper, one can eliminate the 1-level Druid dip, thus allowing a Goodberry Life Cleric to get access to the Cleric capstone in 1-20 campaigns.
Edit: I know that you could grab Magic Initiate (Druid), but it doesn't let you cast the learned spells using spell slots, so you only get the 40 hp of healing once per day, which is quickly overshadowed by Channel Divinity: Preserve Life.
Feats and backgrounds are so lame. I was just reading about the Worldroot Circle and the Order of the Eternal Throne and wondering why they couldn't have added in a relevant druid circle and paladin oath subclass.