Base Class: Fighter
Rune Knights 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, 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 giant’s craft and learned how to apply magic runes to empower your equipment.
Bonus Proficiencies
3rd-level Rune Knight feature
You gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.
Rune Carver
3rd-level Rune Knight feature
You can use magic runes to enhance your gear. You learn a number of runes equal to 2 plus your Constitution Modifier 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
|
Runes Known |
|
|
Fighter Level |
Number of Known Runes |
|
3rd |
2+CON Modifier |
|
5th |
3+CON Modifier |
|
9th |
4+CON Modifier |
|
13th |
5+CON Modifier |
|
17 |
6+CON Modifier |
Whenever you finish a long rest, you can touch 2 objects, and you inscribe a different rune onto each of the objects. The number of objects you can inscribe increases to 3 at level 7, 4 at level 10, 5 at level 15, and 6 at level 18. 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 Constitution 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 wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, 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 Strength or Constitution. 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.
Hill Rune (7th Level or Higher). 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.
Storm Rune (7th Level or Higher). 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.
Blood Rune (7th Level or Higher). The blood of the giants flows through several mighty lineages of Giant Kin, and it flows through you. Whether by birth, study, or intense training, you are able to channel your blood as a weapon to protect you and to take the blood of your enemies to replenish you. While wearing or carrying an item inscribed with this rune, your blood will cling to you as armor. When you are below half health you gain +2 to your AC.
In addition, as an action you can invoke this rune to drain the life of your enemies. For one minute, once a turn when you make a weapon attack on a creature, you can force the creature to make a constitution saving throw. On a failure, the creature takes an additional 2d6 necrotic damage, and you gain hit points equal to the necrotic damage dealt. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Death Rune (7th Level or Higher). Those who carry this rune are fortified against the grips of death and granted some control over it. While wearing or carrying an object that bears this rune, you gain resistance to necrotic damage. Additionally, if you inscribe this rune upon a weapon, that weapon deals necrotic damage instead of its usual damage.
You may invoke this rune as an action, empowering yourself with an extra bonus to attack and damage rolls for one minute. The bonus is equal to half your proficiency modifier rounded down (minimum of +1). Any creature you hit with a weapon attack while this rune in invoked cannot regain hit points until the start of your next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Dragon Rune (7th Level or Higher). This rune emulates the majesty of the giants’ ancient enemies: dragons. While you bear this rune, you gain resistance to one of the following damage types: acid, cold, fire, poison, or lightning. You choose which type of damage resistance when you inscribe this rune on an object, speaking its word in Giant.
As a bonus action you can invoke this rune, choosing one weapon you are holding and speaking the Giant word for one of the following damage types into it: acid, cold, fire, poison, or lightning. The chosen weapon becomes infused with the damage type for one minute, changing its damage type to the chosen type, and dealing an extra 1d6 of the chosen type when it hits. The weapon is considered magical for the duration. The chosen damage type does not have to be the same type as the resistance you chose when you inscribed this rune onto an object. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Enemy Rune (7th Level or Higher). This rune marks you, taunting your foes with the presence of their most hated enemy. While wearing or carrying an object inscribed with this rune, you have advantage on weapon attack rolls against any creature that dealt damage to you in the last turn.
In addition, you can invoke the rune as a bonus action to raise a creature’s ire. A creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature has disadvantage on weapon attack rolls against all creatures other than you for 1 minute, or until you attack a creature other than it. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Friend Rune. This rune evokes friendship, putting all around you at ease. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (Performance) checks and Charisma (Persuasion) checks.
In addition, when a creature targets you with an attack, you may invoke this rune as a reaction to make yourself seem nonthreatening. The creature makes a wisdom saving throw, and if it fails, it loses the attack, and will not target you again until you deal damage to it or its companions. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Journey Rune. This rune’s magic evokes the hardships overcome during a long journey. While wearing or carrying an object inscribed with this rune, you can't become lost except by magical means and difficult terrain doesn’t cost you extra movement.
In addition, when a creature's movement provokes an opportunity attack from you, you may invoke this rune as a part of that reaction, causing vines and roots to burst from ground and wrap around that creature. The target takes an extra 1d4 bludgeoning damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the roots and vines, the target takes 1d4 bludgeoning damage at the start of each of its turns. To escape, the creature must use an action to make a strength check against your Rune magic DC. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
King Rune. This rune holds the authority of one destined to rule. While you are wearing or carrying an object inscribed with this rune, you have advantage Intelligence (History) checks, and you may double your proficiency bonus for checks made to recall information about a location’s rulers and systems of government.
In addition, you may invoke this rune as a reaction to taking damage. The creature that damaged you must succeed on a Wisdom saving throw or fall prone, grovelling at your feet, and it cannot willingly stand up until the end of its next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Light Rune. This rune channels light, revealing secrets and banishing darkness. Unlike the other runes, this one constantly shines with 5 feet of bright light. As long as this light is not obscured it gives the person carrying or wearing it advantage on Wisdom (perception) and Intelligence (investigation) rolls.
Additionally you can invoke this rune as a bonus action to shine a blinding light around you for 1 minute. When you invoke this rune creatures of your choice within 15 feet of you must make a constitution saving throw or be blinded until the start of your next turn. For the duration, any creature that relies on sight has disadvantage on attack rolls against you, as the light emanating from you causes pain and blurred vision if looked directly into. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Life (7th Level or Higher). This rune was found on some of the most ancient Titans, seemingly allowing them to persevere in great battles. Whenever you take a short or long rest, you gain temporary hit points equal to twice your proficiency bonus and you gain advantage on death saving throws.
Additionally when you fall to 0 hit points, this rune will instantly invoke itself and bring you back to 1 hit point. Alternatively, when another creature within 30 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to invoke the rune and cause that creature to drop to 1 hit point instead. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Mountain. This rune holds the strength of the bones of the earth itself. While wearing or carrying an object inscribed with this rune, you have advantage on ability checks and saving throws to resist being knocked prone or moved against your will.
In addition you may invoke this rune as a bonus action to make a stomping attack on the ground creating a localised earthquake. All creatures of your choice within 15 feet of you must make a dexterity saving throw or be knocked prone.
Sacred (7th Level or Higher). This rune is revered amongst giant kind. It connects the bearer to the great Titan ancestors, reaching out for aid in moments of need. When you have this rune inscribed on an object you are carrying or wearing, you learn the guidance cantrip. Wisdom is your spellcasting ability for this.
In addition, you may invoke this rune as an action, choosing one creature you can touch (you can choose yourself). One disease or condition of your choice affecting this creature ends immediately; the condition can be blinded, charmed, deafened, frightened, paralysed, poisoned, or stunned. You can invoke this rune even if you are unable to speak or move. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Shield Rune (7th Level or Higher). This rune protects its wielder from harm. While wearing or carrying an object inscribed with this rune, your armour class increases by 1 and you gain a +1 bonus to all your saving throws.
In addition, when you are targeted with an attack, you may invoke the rune as a reaction, gaining a +5 bonus to your armour class against that attack, and all further attacks until the start of your next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
War Rune (7th Level or Higher). This rune evokes the vigilance of the practiced warrior. While wearing or carrying an object inscribed with this rune, you have advantage on initiative rolls, and advantage on saving throws against being frightened.
As a bonus action, you may invoke this rune by unleashing a mighty war-cry, bolstering your allies with the might of the giants. You, and up to six creatures of your choice within 60 feet of you that can hear you, gain advantage on attack rolls and saving throws until the start of your next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Wind . The wind rune evokes the spirit of the Cloud Giants, filling you with an airy lightness of body and mind. When carrying an object inscribed with this rune you have advantage on Dexterity (acrobatics) checks and Dexterity (stealth) checks as your movements are bolstered and softened by gentle currents of wind.
As a bonus action, you make invoke this rune causing the air to shift and spiral around you, speeding up your movements. As a part of this bonus action, and on subsequent turns for one minute, you may use your bonus action to either dash, or to take an extra attack. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Blood Rune
The blood of the giants flows through several mighty lineages of Giant Kin, and it flows through you. Whether by birth, study, or intense training, you are able to channel your blood as a weapon to protect you and to take the blood of your enemies to replenish you. While wearing or carrying an item inscribed with this rune, your blood will cling to you as armor. When you are below half health you gain +2 to your AC.
In addition, as an action you can invoke this rune to drain the life of your enemies. For one minute, once a turn when you make a weapon attack on a creature, you can force the creature to make a constitution saving throw. On a failure, the creature takes an additional 2d6 necrotic damage, and you gain hit points equal to the necrotic damage dealt. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Death Rune
Those who carry this rune are fortified against the grips of death and granted some control over it. While wearing or carrying an object that bears this rune, you gain resistance to necrotic damage. Additionally, if you inscribe this rune upon a weapon, that weapon deals necrotic damage instead of its usual damage.
You may invoke this rune as an action, empowering yourself with an extra bonus to attack and damage rolls for one minute. The bonus is equal to half your proficiency modifier rounded down (minimum of +1). Any creature you hit with a weapon attack while this rune in invoked cannot regain hit points until the start of your next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Dragon Rune
This rune emulates the majesty of the giants’ ancient enemies: dragons. While you bear this rune, you gain resistance to one of the following damage types: acid, cold, fire, poison, or lightning. You choose which type of damage resistance when you inscribe this rune on an object, speaking its word in Giant.
As a bonus action you can invoke this rune, choosing one weapon you are holding and speaking the Giant word for one of the following damage types into it: acid, cold, fire, poison, or lightning. The chosen weapon becomes infused with the damage type for one minute, changing its damage type to the chosen type, and dealing an extra 1d6 of the chosen type when it hits. The weapon is considered magical for the direction. The chosen damage type does not have to be the same type as the resistance you chose when you inscribed this rune onto an object. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Enemy Rune
This rune marks you, taunting your foes with the presence of their most hated enemy. While wearing or carrying an object inscribed with this rune, you have advantage on weapon attack rolls against any creature that dealt damage to you in the last turn.
In addition, you can invoke the rune as a bonus action to raise a creature’s ire. A creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature has disadvantage on weapon attack rolls against all creatures other than you for 1 minute, or until you attack a creature other than it. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Friend Rune
This rune evokes friendship, putting all around you at ease. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (Performance) checks and Charisma (Persuasion) checks.
In addition, when a creature targets you with an attack, you may invoke this rune as a reaction to make yourself seem nonthreatening. The creature makes a wisdom saving throw, and if it fails, it loses the attack, and will not target you again until you deal damage to it or its companions. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Journey Rune
This rune’s magic evokes the hardships overcome during a long journey. While wearing or carrying an object inscribed with this rune, you can't become lost except by magical means and difficult terrain doesn’t cost you extra movement.
In addition, when a creature's movement provokes an opportunity attack from you, you may invoke this rune as a part of that reaction, causing vines and roots to burst from ground and wrap around that creature. The target takes an extra 1d4 bludgeoning damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the roots and vines, the target takes 1d4 bludgeoning damage at the start of each of its turns. To escape, the creature must use an action to make a strength check against your Rune magic DC. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
King Rune
This rune holds the authority of one destined to rule. While you are wearing or carrying an object inscribed with this rune, you have advantage Intelligence (History) checks, and you may double your proficiency bonus for checks made to recall information about a location’s rulers and systems of government.
In addition, you may invoke this rune as a reaction to taking damage. The creature that damaged you must succeed on a Wisdom saving throw or fall prone, grovelling at your feet, and it cannot willingly stand up until the end of its next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Life Rune
This rune was found on some of the most ancient Titans, seemingly allowing them to persevere in great battles. Whenever you take a short or long rest, you gain temporary hit points equal to twice your proficiency bonus and you gain advantage on death saving throws.
Additionally when you fall to 0 hit points, this rune will instantly invoke itself and bring you back to 1 hit point. Alternatively, when another creature within 30 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to invoke the rune and cause that creature to drop to 1 hit point instead. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Light Rune
This rune channels light, revealing secrets and banishing darkness. Unlike the other runes, this one constantly shines with 5 feet of bright light. As long as this light is not obscured it gives the person carrying or wearing it advantage on Wisdom (perception) and Intelligence (investigation) rolls.
Additionally you can invoke this rune as a bonus action to shine a blinding light around you for 1 minute. When you invoke this rune creatures of your choice within 15 feet of you must make a constitution saving throw or be blinded until the start of your next turn. For the duration, any creature that relies on sight has disadvantage on attack rolls against you, as the light emanating from you causes pain and blurred vision if looked directly into. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Mountain Rune
This rune holds the strength of the bones of the earth itself. While wearing or carrying an object inscribed with this rune, you have advantage on ability checks and saving throws to resist being knocked prone or moved against your will.
In addition you may invoke this rune as a bonus action to make a stomping attack on the ground creating a localised earthquake. All creatures of your choice within 15 feet of you must make a dexterity saving throw or be knocked prone.
Sacred Rune
This rune is revered amongst giant kind. It connects the bearer to the great Titan ancestors, reaching out for aid in moments of need. When you have this rune inscribed on an object you are carrying or wearing, you learn the guidance cantrip. Wisdom is your spellcasting ability for this.
In addition, you may invoke this rune as an action, choosing one creature you can touch (you can choose yourself). One disease or condition of your choice affecting this creature ends immediately; the condition can be blinded, charmed, deafened, frightened, paralysed, poisoned, or stunned. You can invoke this rune even if you are unable to speak or move. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Shield Rune
This rune protects its wielder from harm. While wearing or carrying an object inscribed with this rune, your armour class increases by 1 and you gain a +1 bonus to all your saving throws.
In addition, when you are targeted with an attack, you may invoke the rune as a reaction, gaining a +5 bonus to your armour class against that attack, and all further attacks until the start of your next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
War Rune
This rune evokes the vigilance of the practiced warrior. While wearing or carrying an object inscribed with this rune, you have advantage on initiative rolls, and advantage on saving throws against being frightened.
As a bonus action, you may invoke this rune by unleashing a mighty war-cry, bolstering your allies with the might of the giants. You, and up to six creatures of your choice within 60 feet of you that can hear you, gain advantage on attack rolls and saving throws until the start of your next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Wind Rune
The wind rune evokes the spirit of the Cloud Giants, filling you with an airy lightness of body and mind. When carrying an object inscribed with this rune you have advantage on Dexterity (acrobatics) checks and Dexterity (stealth) checks as your movements are bolstered and softened by gentle currents of wind.
As a bonus action, you make invoke this rune causing the air to shift and spiral around you, speeding up your movements. As a part of this bonus action, and on subsequent turns for one minute, you may use your bonus action to either dash, or to take an extra attack. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Giant’s Might
3rd-level Rune Knight feature
You have learned how to imbue yourself with the might of giants. 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 a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Runic Shield
7th-level Rune Knight 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.
Great Stature
10th-level Rune Knight feature
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
Moreover, the extra damage you deal with your Giant’s Might feature increases to 1d8.
Master of Runes
15th-level Rune Knight feature
You can invoke each rune you have inscribed on objects you are wearing or holding twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Runic Juggernaut
18th-level Rune Knight feature
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
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