Revised Rune Knight
Revised Rune Knight
Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.
Rune Carver Starting at 3rd level, you can use magic runes to enhance your gear. You learn the level appropriate runes listed below. Whenever you finish a long rest, you can touch a number of objects equal to the number of prepared runes shown below, 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.
Rune Knight Fighter Level Prepared Runes 3rd 3 7th 4 10th 5 15th 6
The following runes are available to you when you gain the Rune Caster Feature. If a rune has a level requirement, you must be at least that level in this class to inscribe 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. Additionally, 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.
Additionally, 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.
Additionally, 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.
Additionally, 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.
Additionally, 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.
Additionally, 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.
Additional Runes
Life Rune (10th Level or Higher). Using this rune, you gain a connection with life like a troll. While trolls are considered inferior to most giants, their connection with the energy of life knows no match. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Medicine) checks, and you have advantage on death saving throws.
Additionally, you can invoke the rune as a bonus action to enter a regenerative state for 1 minute or until you're incapacitated. Until the state ends, at the end of your turns,you gain a number of temporary hit points equal to twice your Constitution modifier. Once you invoke this rune, you can't do so again until you finish a short or long rest
Gravity Rune (15th Level or Higher). Using this rune, you can change the effects of gravity like a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Acrobatics) checks, and you can reduce the damage you would receive from falling by 40 feet.
Additionally, you can invoke the rune as a bonus action to enter a levitative state for 1 minute or until you're incapacitated. Until the state ends, you gain a flying speed equal to your walking speed. Once you invoke this rune, you can't do so again until you finish a short or long rest
Force Rune. Using this rune, you gain an understanding of force wielded by all giants. While wearing or carrying an object inscribed with this rune, you have advantage on Strength (Athletics) checks, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Additionally, when you hit a creature with an attack using a weapon, you can invoke the rune to propel the creature away from you: the target takes an extra 1d12 force damage, and it must succeed on a Strength saving throw or be pushed away from you a number of feet equal to twice your fighter level. At the end of this movement, if the pushed creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Light Rune. Using this rune, you can illuminate the world around you like a fire giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Perception) checks, and you can cast the light cantrip from your runed object.
Additionally, you can invoke the rune as a bonus action to create a light construct for 1 hour or until you're incapacitated. The light construct can be a nonmagical item such as: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another non-organic object. The construct emits bright light up to 30 feet and dim light up to 60 feet. After an hour, the construct disappears. Once you invoke this rune, you can't do so again until you finish a short or long rest
Death Rune (10th Level or Higher). Using this rune, you can gain mastery of death like a death giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (History) checks, and you gain the ability to cast the spare the dying cantrip as a bonus action.
Additionally, you can invoke the rune as a reaction when you drop to 0 hit points. When this rune is invoked, each creature (friend or foe) within 10 feet of you must succeed on a Constitution saving throw or take 1d10 necrotic damage. You regain a number of hit points equal to the damage dealt. Once you invoke this rune, you can't do so again until you finish a long rest
Chaos Rune(15th Level or Higher). Using this rune, you can glimpse the chaos that changes some giants. This can be seen in ettins, oni, and other giants that span the multiverse. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Survival) checks or Charisma (Performance) checks. To determine which check gains advantage, flip a coin before performing the check.
Additionally, you can invoke the rune as a bonus action to enter a chaotic state for 1 minute or until you're incapacitated. Until the state ends, you gain one of the following (roll 1d6): (5 or 6) your weapon attacks score a critical hit on a roll of 18-20. (3 or 4) you gain proficiency in Dexterity saving throws. (1 or 2) you may only use ½ of your proficiency bonus (rounded down) on attack rolls and saving throws in which you are proficient. Once you invoke this rune, you can't do so again until you finish a short or long rest
Giant Might At 3rd level, 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 At 7th level, you learn to invoke your rune magic to protect your allies. When you or another creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke your rune. When you invoke this rune, you may expend a hit di to grant a bonus to the target’s AC. To determine the bonus, roll the hit die and add it to the target's AC, potentially causing it to miss. This bonus lasts until the start of their next turn.
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.
Great Stature By 10th level, 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 you gain the following benefits when you use your Giant's Might feature: the extra damage you deal with your Giant's Might feature increases to 2d4. Additionally, you may expend a hit die and add it to the damage when you make a critical hit. Your movement speed is increased by 10ft.
Master of Runes At 15th level, 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 Juggernaut At 18th level, 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 2d6. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, you may expend a hit die as a bonus to recover hit points equal to a roll plus your Constitution modifier. Additionally, your reach increases by 5 feet.
Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.
Rune Carver Starting at 3rd level, you can use magic runes to enhance your gear. You learn the level appropriate runes listed below. Whenever you finish a long rest, you can touch a number of objects equal to the number of prepared runes shown below, 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.
Rune Knight Fighter Level Prepared Runes 3rd 3 7th 4 10th 5 15th 6
The following runes are available to you when you gain the Rune Caster Feature. If a rune has a level requirement, you must be at least that level in this class to inscribe 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. Additionally, 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.
Additionally, 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.
Additionally, 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.
Additionally, 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.
Additionally, 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.
Additionally, 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.
Additional Runes
Life Rune (10th Level or Higher). Using this rune, you gain a connection with life like a troll. While trolls are considered inferior to most giants, their connection with the energy of life knows no match. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Medicine) checks, and you have advantage on death saving throws.
Additionally, you can invoke the rune as a bonus action to enter a regenerative state for 1 minute or until you're incapacitated. Until the state ends, at the end of your turns,you gain a number of temporary hit points equal to twice your Constitution modifier. Once you invoke this rune, you can't do so again until you finish a short or long rest
Gravity Rune (15th Level or Higher). Using this rune, you can change the effects of gravity like a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Acrobatics) checks, and you can reduce the damage you would receive from falling by 40 feet.
Additionally, you can invoke the rune as a bonus action to enter a levitative state for 1 minute or until you're incapacitated. Until the state ends, you gain a flying speed equal to your walking speed. Once you invoke this rune, you can't do so again until you finish a short or long rest
Force Rune. Using this rune, you gain an understanding of force wielded by all giants. While wearing or carrying an object inscribed with this rune, you have advantage on Strength (Athletics) checks, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Additionally, when you hit a creature with an attack using a weapon, you can invoke the rune to propel the creature away from you: the target takes an extra 1d12 force damage, and it must succeed on a Strength saving throw or be pushed away from you a number of feet equal to twice your fighter level. At the end of this movement, if the pushed creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Light Rune. Using this rune, you can illuminate the world around you like a fire giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Perception) checks, and you can cast the light cantrip from your runed object.
Additionally, you can invoke the rune as a bonus action to create a light construct for 1 hour or until you're incapacitated. The light construct can be a nonmagical item such as: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another non-organic object. The construct emits bright light up to 30 feet and dim light up to 60 feet. After an hour, the construct disappears. Once you invoke this rune, you can't do so again until you finish a short or long rest
Death Rune (10th Level or Higher). Using this rune, you can gain mastery of death like a death giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (History) checks, and you gain the ability to cast the spare the dying cantrip as a bonus action.
Additionally, you can invoke the rune as a reaction when you drop to 0 hit points. When this rune is invoked, each creature (friend or foe) within 10 feet of you must succeed on a Constitution saving throw or take 1d10 necrotic damage. You regain a number of hit points equal to the damage dealt. Once you invoke this rune, you can't do so again until you finish a long rest
Chaos Rune(15th Level or Higher). Using this rune, you can glimpse the chaos that changes some giants. This can be seen in ettins, oni, and other giants that span the multiverse. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Survival) checks or Charisma (Performance) checks. To determine which check gains advantage, flip a coin before performing the check.
Additionally, you can invoke the rune as a bonus action to enter a chaotic state for 1 minute or until you're incapacitated. Until the state ends, you gain one of the following (roll 1d6): (5 or 6) your weapon attacks score a critical hit on a roll of 18-20. (3 or 4) you gain proficiency in Dexterity saving throws. (1 or 2) you may only use ½ of your proficiency bonus (rounded down) on attack rolls and saving throws in which you are proficient. Once you invoke this rune, you can't do so again until you finish a short or long rest
Giant Might At 3rd level, 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 At 7th level, you learn to invoke your rune magic to protect your allies. When you or another creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke your rune. When you invoke this rune, you may expend a hit di to grant a bonus to the target’s AC. To determine the bonus, roll the hit die and add it to the target's AC, potentially causing it to miss. This bonus lasts until the start of their next turn.
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.
Great Stature By 10th level, 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 you gain the following benefits when you use your Giant's Might feature: the extra damage you deal with your Giant's Might feature increases to 2d4. Additionally, you may expend a hit die and add it to the damage when you make a critical hit. Your movement speed is increased by 10ft.
Master of Runes At 15th level, 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 Juggernaut At 18th level, 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 2d6. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, you may expend a hit die as a bonus to recover hit points equal to a roll plus your Constitution modifier. Additionally, your reach increases by 5 feet.
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