Base Class: Rogue
Runic Hunters enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants or other elder beings, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the runic craft and learned how to apply magic runes to empower your equipment.
Futhark Carver
3rd-level Runic Hunter feature
You can use magic runes to enhance your gear. You learn two 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. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
Runes Known
| LEVEL | NUMBER OF RUNES |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. 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.
The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Wisdom modifier.
Cloud Rune
This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Fire Rune
This rune’s magic channels the masterful craftsmanship of great smiths. 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 Strength saving throw 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
This rune’s magic evokes the might of those who survive in the frigid wilderness. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Survival) checks and Charisma (Intimidation) checks.
In addition, you can invoke the rune as an action to manipulate your positioning on the battle field. As an action, teleport next to an enemy within 60 ft that is next to an ally. When you teleport in this way, make an attack roll as part of the same action. On a hit, add your sneak attack to the damage as well as 2d4 cold damage. Once you invoke this rune you can't do so again until you finish a short or long rest.
Hill Rune (7th level)
This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Stone Rune
This rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Storm Rune (7th level)
Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Boon Giver
3rd level Runic Hunter feature
Starting at this level, your powers connected to the elder futhark have become so proficient that you can apply your runic carvings to the instruments of allies as well as to your own equipment. After a long rest, you may choose to apply your allotted runes to a chosen creature in your company, instead of yourself. You can do this for a number of creatures equivalent to the number of runes you have available to yourself. You may use the same rune for multiple creatures, but the amount of runes that you can carve are limited to your "known runes".
Runic Shield
9th-level Runic Hunter feature
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Master of Runes
13th-level Runic Hunter feature
You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Boon Enlightened
At 17th level, you may use a bonus action to invoke one use of each of your active futhark for devastating effect. Whoever bears one of the ancient markings on their person may add 3d6 force damage to their attacks until the end of your next turn, granted that the stipulations are met for achieving a sneak attack. This damage does not stack for multiple runes being worn by one creature. The benefits of individual rune invocations are also inaccessible during this state but may be used before or after this effect has been used.
However, if you or another creature are wearing multiple runes upon activation, their AC will increase by the number of runes affixed to their person.
Once this feature is used, it cannot be activated again until a long rest has been completed.
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