Base Class: Fighter
You discovered how to enhance your martial prowess using the supernatural power of runes. The ancient practice of rune magic originated with giants. Skiltgravr (“rune cutters”) can be found among any type 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 traveling sage, or met the giant in person, you studied the giant’s craft. In time, you learned how to carve and apply runes to your equipment and how to invoke their magic, ultimately becoming a Rune Knight.
Bonus Proficiencies
At 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.
Rune Magic
Starting when you pick this archetype at 3rd level, you learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armor, or shields (see “Rune Options”). 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, or a shield. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes. Each time you gain a level in this class, you can replace one rune you know with a different one.
Rune Options
Here are rune options for the Rune Magic feature. They are all magical effects. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Haug (Hill Rune). This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with 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 your choice of bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
Ild (Fire Rune). This rune’s magic channels the masterful craftsmanship of fire giant 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 a weapon attack, you can invoke the rune to summon fiery shackles: the target 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 the rune, you can’t do so again until you finish a short or long rest.
Fjell (Mountain Rune). This rune's magic evokes the ruthless and cruel nature of a mountain giant. While wearing or carrying an object inscribed with this rune, you are unaffected my nonmagical difficult terrain. In addition, when you hit a with an melee weapon attack, you can invoke the rune to empower your strikes. Each of your melee weapon attacks made during this turn deal additional damage equal to your fighter level. The damage type is the same as the base damage type of the weapon you use to make the attacks. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
Ise (Frost Rune). This rune’s magic evokes a frost giant’s stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling), or Charisma (Intimidation) checks. You make this choice when you inscribe this rune. In addition, you can invoke the rune as a bonus action to gain temporary hit points equal to your level + twice your intelligence modifier. Your melee weapon attacks deal +2 cold damage as long as you have these temporary hit points.
Svod (Fog Rune). This rune's magic evokes the mysterious and keen nature of a fog giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Perception) checks that rely on smell or you can see clearly in fogs, clouds, and other misty conditions. You make this choice when you inscribe the rune. In addition, when you roll initiative, you can use your reaction invoke the rune and cause a cloud of fog to fill a 60ft radius originating where you are standing. When you do this, a number of creatures of your choice equal to your Intelligence modifier (minimum of 1) can see clearly in this fog. This fog lasts until the end of your second turn. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
Skye (Cloud Rune). This rune’s magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand), or Charisma (Deception) checks. You make this choice when you inscribe this rune. 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 cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack’s range. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
Stein (Stone Rune). This rune’s magic channels the insightfulness of a stone giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, or you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. You make this choice when you inscribe this rune. 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 effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
Uvar (Storm Rune). Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, or you can’t be surprised as long as you are not incapacitated. You make this choice when you inscribe this rune. 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 the rune, you can’t do so again until you finish a short or long rest.
Great Stature
At 7th level, the magic of your runes permanently alters you to be more like the giants your rune magic comes from. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll and your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three).
Rune Engraver
Beginning at 10th level, you can inscribe one rune you know onto the equipment of another creature at the end of a long rest. That creature gains the benefits of rune as if they have the Rune Magic feature, except the rune may only be invoked once per long rest. If a rune requires a fighter level, that creature uses your fighter level. You can only bestow a rune to one creature at any given time. A rune engraved this way lasts until you finish a long rest. In addition, you learn one new rune of your choice from your Rune Magic feature, but it must be one of the runes below.
Krig (War Rune). This rune endows the legendary might of a true giant. 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.
- Your weapon attacks deal an extra 1d8 damage.
You can use this feature twice, and you regain all expended uses of it when you finish a long rest.
Skold (Shield Rune). This rune endows the mythical resilience of a true giant. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2).
Liv (Life Rune). This rune bestows the fabled fortitude of a true giant. When you take cold, fire, poison, or lightning damage, you can use your reaction to reduce the damage you take by your fighter level.
Rune Magic Mastery
Starting at 15th level, you can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest, except for Krig (War Rune), which you can now use three times. In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five).
Blessing of the All Father
At 18th level, you receive a surge of vitality when you use the magic from your runes. Whenever you use a rune feature that can only be used a limited number of times per short or long rest, you regain hit points equal to 1d10 + your constitution modifier.
In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of six).
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