Fighter
Base Class: Fighter

Jotunnaar are warriors that have studied the ancient (possibly lost) rune magic of the greatest crafters of Giant-kind. They use this knowledge to carve runes into their weapons, armour and other equipment, infusing it with magical power that bolsters their abilities. Most would have studied under the Giant Masters, or at least studied their writings, a few discover the symbols in ancient ruins or on antique weapons/armour passed down certain families. Both typically end up as adventurers due to a desire to learn more of these lost arts, or a desire to prove the power of this ancient but largely disregarded style of magic.

Level 3: Ancient Runes

You learn two magical runes of your choice, some runes require you to have reached a certain level in this class to learn them. You learn one additional rune at 7th, 10th and 15th level. Each time you gain a level in this class, you can replace one rune you know with a different one from this feature this rune must have the same level requirements as the rune it replaces. For example, you could replace the Skye Rune with the Ild Rune but not with the Venn Rune.

Whenever you finish a short or long rest, you can inscribe each of the runes you know onto a leather, wood or metal object that you are holding or wearing. A rune disappears after you activate it or when you finish a long rest. Each rune can only be inscribed onto one object at a time, and disappears from the previous object if you inscribe it into a new object.

If a rune requires a saving throw, your Rune save DC equals 8 + your proficiency bonus + your Constitution modifier. 

Blod Rune

(requires 10th level)

The Blod (Blood) Rune draws on the power of blood and suffering. When you are holding or carrying and item inscribed with this rune, any attack you make that deals slashing or piercing damage deals an additional 1d6 damage of the same type as this rune pulls blood from their wound.

ActivationAs a reaction when you hit a creature with an attack, you draw their strength into your own. You deal an additional 4d8 necrotic damage and gain temporary hit points equal to this additional necrotic damage dealt.

Fjall Rune

requires 7th level

The Fjall (Mountain) Rune channels the size and strength of the mountains. While wearing or carrying an object that bears this rune, you have advantage on Strength ability checks and Strength saving throws.

Activation: As a bonus action, you become Large and gain a +2 bonus to your Strength score for 10 minutes. This rune does not vanish until this effect ends.

Fred Rune

The Fred (Journey) Rune evokes the long winding trails of mountain passes, and beauty of wild vistas. While holding or carrying and item inscribed with this rune, your movement speed increases by 10 ft, and you have advantage on Wisdom (Survival) checks.

Activation: As a bonus action, you Dash and Disengage, if you end this movement within 5 ft of a creature you can make one weapon attack or unarmed strike against that creature as part of this bonus action.

Fro'or Rune

(requires 10th level)

The Fro'or (Knowledge) Rune grants the supernatural foresight ancient seerers. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and Initiative checks.

Activation: As a bonus action, you enter a prophetic state for 10 minutes. Until the state ends, when you or another creature you can see within 60 feet of you makes a d20 Test, you can use your reaction to cause the roll to have advantage.

Ild Rune

The Ild (Fire) Rune channels the heat of the forge, and the molten metals in the heart of volcanos. While wearing or carrying an object inscribed with this rune, you have proficiency in Smith's Tools.

Activation: As a bonus action, that you take when you hit a creature with an attack using a weapon, you conjure strands of molten metal that wrap around the target that deal 1d10 fire damage immediately. In addition, the target must make a Strength saving throw, on a failure it is restrained by the rapidly cooling metal. At the end of each of the target's turns it can take an additional 1d10 fire damage to reattempt the saving throw on a success it breaks free.

Ise Rune

(requires 7th level)

The Ise (Frost) Rune burns with the frigid temperatures of the high arctic. While wearing or carrying an object inscribed with this rune, you have resistance to cold damage.

Activation: As a bonus action, which you immediately after hitting a creature within 30 ft of you with a weapon attack, you conjure a block of ice that surrounds the target. The target makes a Constitution saving throw, on a failure they gain 50 temporary hit points and their movement speeds are reduced to 0 and they are incapacitated until the end of their next turn.

Liv Rune

The Liv (Life) Rune evokes the power of living things. While holding or wearing an object inscribed with this rune, you have advantage on Wisdom (Medicine) checks and Intelligence (Nature) checks.

ActivationWhen you or a creature within 60 ft of you regains hit points, you can use your reaction to double the amount of hit points they regain.

Seigr Rune

(requires 7th level)

The Seigr (Resilience) rune evokes the toughness and persistence of Giantkin. 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.

Activation: When you would be reduced to 0 hit points or die, this rune automatically activates flaring to life keeping you at 1 hit point and immediately granting you temporary hit points equal to 3 times your Fighter level. 

Skye Rune

The Skye (Cloud) Rune cloaks you in the mystery and magic associated with the clouds. You gain proficiency in Disguise Kits.

Activation: When a creature you can see within 30 ft of you hits you with an attack, you can use your reaction to cause the attack to target a different creature you can see, other than the attacker, within 30 ft of you. 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.

Stein Rune

The Stein (Stone) Rune evokes the long history of stone work and stone buildings. While wearing or carrying an object inscribed with this rune, you have proficiency in Mason's Tools, and Advantage on History checks.

Activation: As a reaction when a creature you can see ends its turn within 30 feet of you, you activate this rune and force it to recall their past. The target must make a Wisdom saving throw. On a failure, the creature is charmed by you until the end of its next turn. While charmed in this way the creature's movement speed is reduced by half and it cannot take reactions or bonus actions, as it slows and contemplates its choices.

Venn Rune

(requires 7th level)

The Venn (Friend) Rune evokes the power of friendship and respect of the most loyal Giants. While holding or carrying an object inscribed by this rune, you have advantage on Charisma (Persuasion) checks and Wisdom saving throws.

Activation: As a bonus action, you shroud yourself in magical good will. For the next 10 minutes, any creature that you have not attacked or caused to make a saving throw has disadvantage on attacks that target you.

Level 3: Words of the Giants

You learn to speak, read, and write Giant, you have advantage on all Charisma checks when interacting with Giants.

In addition, you can use an Action to speak aloud each of the runes you gain from your Rune Magic feature, instantly re-inscribing them onto your equipment. Once you have used this ability you cannot use it again until you finish a long rest.

Level 7: Ancient Designs

When you attack with a weapon whose mastery property you can use or with an unarmed strike, you can replace that property (or add it if an it is an unarmed strike) with the Graze, Vex or Cleave property.

In addition, you learn 1 additional Ancient Rune that requires 7th level or lower.

Level 10: Strength of Jotunheim

You hone your body to match the strength of the giants. You gain Expertise in Athletics and you count as a Large sized creature for determining your carrying capacity. In addition, creatures have disadvantage on saving throws to avoid being Grappled or Shoved by you.

Level 15: Master of the Ancient Tongue

You can use your Words of the Giants ability an unlimited number of times, and your Runes automatically reappear if you start your turn incapacitated. You can swap which Ancient Runes you know whenever you finish a long rest.

Level 18: Spirit of a Giant

You can temporarily channel the spirit of a true giant. As a bonus action you gain the following benefits:

  • You become Huge, if you lack the room to become Huge, your size doesn’t change.
  • Your reach increases by 5 ft.
  • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 2d12 damage to a target on a hit.

This transformation lasts for 1 minute or until you are incapacitated, you can use this ability 5 times, you regain all uses when you finish a long rest.

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