Base Class: Fighter
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with dragons. Rune cutters can be found among any family of dragonborn that has connection to dragons, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the dragon's work carved into a hill or cave, learned of the runes from a sage, or met the dragon in person, you studied the dragon's craft and learned how to apply magic runes to empower your equipment.
Bonus Proficiencies
You gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.
Rune Carver
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
| Fighter 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 Constitution modifier.
Copper Rune. This rune emulates the deceptive magic used by some Copper Dragons. 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.
Red Dragons Rune. This rune’s magic channels the masterful craftsmanship of great smiths and the calamitous power of red dragons. 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.
Regal Silver Rune. This rune’s magic evokes the might of those who survive in the wintry wilderness, such as Silver Dragons. 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.
Illustrous Gold Rune. This rune’s magic channels the judiciousness associated with Gold Dragons. 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.
Dragons Hide Rune. transforms the knights' skin into dragon scales granting +2 armor +2 constitution and fire resistance
Dragons Claws Rune. transforms the knights' fingers into dragon claws granting +2 dexterity and allows the knight to make a slash attack (normal unarmed strike +2 deals slashing damage) on activation imbues the strikes of the knight with the force of a true dragon's claws adding 2d6 slashing damage to the attack. can be activated twice per long rest.
Dragons Eye Rune. transfigures the eyes of the knight to those of a dragon grants +2 wisdom blindsight 30ft and dark vision 60ft. Can be activated to use the detect action making a wisdom perception check of the area. Can be activated twice per short rest.
Dragons Wings Rune. transforms the knights body causing them to grow 2 large and 2 small golden dragon wings the wings double the knights jump height and allows them to Make a wing attack (the knight beats its wings each creature within 10ft of the knight must succeed on a DEX 12 saving throw or take 1d8 bludgeoning damage and be knocked prone). On activation grants the knight the power of flight for 1 hour with a flying speed of 80ft. Can be activated twice per long rest.
Sickly (Black) Rune (7th Level or Higher). This rune’s magic bestows a resilience reminiscent of a Black Dragon. 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.
Amethyst Rune (7th Level or Higher). Using this rune, you can glimpse the future like an ancient Amethyst Dragon. 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.
Dragons Mind Rune (7th Level or Higher): available at level 7 or higher transforms the knight to have the mind of a dragon grants +2 intelligence. On activation the knight uses the frightful presence Draconic power ( Each creature of the dragon's choice that is within 120 feet of the Dragon and aware of it must succeed on a DC 12 wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the knight's frightful presence for the next 24 hours.). Can be activated twice per long rest.
Dragons Soul Rune (10th level or Higher): available at level 10 or higher invigorates the knight with the soul of a true dragon granting +2 charisma. On activation grants the Draconic change shape ability (The knight magically polymorphs into any creature that is considered a DRAGON, that has a Challenge rating no higher than half the players level rounded down. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the knight's choice). In a new form, the Knight retains its Alignment, ability to speak, Proficiency’s, and Intelligence, wisdom and charisma scores, as well as this action. Its Statistics and capabilities are otherwise replaced by those of the new form, except any Class features or legendary Actions of that form. Can be activated once per long rest.
Amethyst Rune
Amethyst Rune (7th Level or Higher). Using this rune, you can glimpse the future like an ancient Amethyst Dragon. 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.
Copper Rune
Copper Rune. This rune emulates the deceptive magic used by some Copper Dragons. 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.
Dragons Claw Rune
Dragons Claws Rune. transforms the knights' fingers into dragon claws granting +2 dexterity and allows the knight to make a slash attack (normal unarmed strike +2 deals slashing damage) on activation imbues the strikes of the knight with the force of a true dragon's claws adding 2d6 slashing damage to the attack. can be activated twice per long rest.
Dragons Eye Rune
Dragons Eye Rune. transfigures the eyes of the knight to those of a dragon grants +2 wisdom blindsight 30ft and dark vision 60ft. Can be activated to use the detect action making a wisdom perception check of the area. Can be activated twice per short rest.
Dragons Hide Rune
Dragons Hide Rune. transforms the knights' skin into dragon scales granting +2 armor +2 constitution and fire resistance
Dragons Mind Rune
Dragons Mind Rune: available at level 7 or higher transforms the knight to have the mind of a dragon grants +2 intelligence. On activation the knight uses the frightful presence Draconic power ( Each creature of the dragon's choice that is within 120 feet of the Dragon and aware of it must succeed on a DC 12 wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the knights frightful presence for the next 24 hours.). Can be activated twice per long rest.
Dragon's Soul Rune
Dragons Soul Rune:
available at level 10 or higher invigorates the knight with the soul of a true dragon granting +2 charisma. On activation grants the Draconic change shape ability (The knight magically polymorphs into any creature that is considered a DRAGON, that has a Challenge rating no higher than half the players level rounded down. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the knight's choice). In a new form, the Knight retains its Alignment, ability to speak, Proficiency’s, and Intelligence, wisdom and charisma scores, as well as this action. Its Statistics and capabilities are otherwise replaced by those of the new form, except any Class features or legendary Actions of that form. Can be activated once per long rest.
Dragons Wings Rune
Dragons Wings Rune. transforms the knights body causing them to grow 2 large allows them to Make a wing attack (the knight beats its wings each creature within 10ft of the knight must succeed on a DEX 12 saving throw or take 1d8 bludgeoning damage and be knocked prone). On activation grants the knight the power of flight for 1 hour with a flying speed of 50ft. Can be activated twice per long rest.
Illustrious Gold Rune
Illustrous Gold Rune. This rune’s magic channels the judiciousness associated with Gold Dragons. 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.
Red Dragons Rune
Red Dragons Rune. This rune’s magic channels the masterful craftsmanship of great smiths and the calamitous power of red dragons. 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.
Regal Silver Rune
Regal Silver Rune. This rune’s magic evokes the might of those who survive in the wintry wilderness, such as Silver Dragons. 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.
Sickly (Black) Rune
Sickly (Black) Rune (7th Level or Higher). This rune’s magic bestows a resilience reminiscent of a Black Dragon. 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.
Dragons 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 Dragon's Might feature increases to 1d10.
Master Of Runes
15th-level Rune Knight 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.
Runic Augmentation
18th-level Rune Knight feature
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Dragon's Might feature increases to 1d12. 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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