Rune Knight
Using the ancient power of Runes, Rune Knights channel the power of the Giants to dominate the field of battle. The various runes they learn empower their equipment. Their bond with Giants increases their size and damage output to level the battlefield whether they be small fry or the ancestral foe of dragons.
| Cloud Rune | This rune emulates the deceptive magic used by some Cloud Giants. While wearing or carrying an object inscribed with this rune, creatures have a bonus to Sleight of Hand checks and Deception checks equal to your Proficiency Bonus. |
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| Cloud Rune | In addition, a creature they can see within 30 ft of them is hit by an attack roll, they can use their reaction to invoke the rune and choose a different creature within 30 ft of them, 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 this rune is invoked it cannot be invoked until the holder finishes a long or short rest. |
| Fire Rune | This rune's magic channels the masterful craftsmanship of great smiths of the Fire Giants. While wearing or carrying an object inscribed with this rune, the Proficiency Bonus is doubled for any ability check you make that uses a tool as long as the creature is proficient with the tool. |
| Fire Rune | In addition, when an attack is made using a weapon with the rune inscribed object is on their person, they can invoke the rune to summon fiery shackles: the target takes an extra 2D6 Fire damage, and it must succeed on a STR 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 this rune is invoked it cannot be invoked until the holder finishes a long or short 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, they have a bonus to Animal Handling and Intimidation checks equal to their Proficiency Bonus. |
| Frost Rune | In addition, they can invoke the rune as a bonus action to increase their sturdiness. For 10 minutes, they gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once this rune is invoked it cannot be invoked until the holder finishes a long or short rest. |
| Stone Rune | This rune's magic channels the judiciousness associated with Stone Giants. While wearing or carrying an object inscribed with this rune, they have a bonus to Perception checks equal to their Proficiency Bonus and have Darkvision of 120 ft. |
| Stone Rune | In addition, when a creature they can see ends its turn within 30 ft of them, they can use their reaction to invoke the rune and force the creature to make a WIS saving throw. Unless the save succeeds, the creature is Charmed by them for 1 minute. While Charmed in this way, the creature has a speed of 0 ft 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 this rune is invoked it cannot be invoked until the holder finishes a long or short 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, they have advantage on saving throws against being Poisoned, and have Resistance against Poison damage. |
| Hill Rune 7th Level or Higher | In addition, they can invoke the rune as a bonus action, gaining Resistance to Bludgeoning, Piercing, and Slashing damage for 1 minute. Once this rune is invoked it cannot be invoked until the holder finishes a long or short rest. |
| Storm Rune 7th Level or Higher | Using this rune, they can glimpse the future like a Storm Giant seer. While wearing or carrying an object inscribed with this rune, they have advantage on Arcana checks, and can't be Surprised as long as they aren't Incapacitated. |
| Storm Rune 7th Level or Higher | In addition, they can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until they’re Incapacitated. Until the state ends, when they or another creature they can see within 60 ft of them makes a D20 test, they can use their reaction to cause the roll to have advantage or disadvantage. Once this rune is invoked it cannot be invoked until the holder finishes a long or short rest. |
Subclass Features
Bonus Proficiencies
You are taught in ancient arts. You gain proficiency with Smith’s Tools, and you learn the language Giant.
Rune Carver
You can use magic runes to enhance your gear. You know two runes of your choice. Each time you gain a level in this class, you can replace one rune you know with a different one from this feature.
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. You designate which creatures can use the rune’s properties at the time of creation. 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.
If a rune requires a saving throw, your Rune Magic save DC equals 8 + your Proficiency Bonus + your CON modifier (Minimum 1).
Giant's Might
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 one size larger, along with anything you are wearing. If you lack the room to grow, your size doesn't change.
You have advantage on STR checks and STR 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.
Rune Knowledge
Your runic knowledge increases, You know three runes total.
Runic Shield
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 ft of you is hit by an attack roll, you can use your reaction to force the attacker to reroll 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.
Elemental Cleaver
Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy. You can choose one weapon that you are holding and infuse it with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon the weapon’s damage type changes to the chosen type, it deals an extra 1D6 damage of the chosen type when it hits, and it gains the Thrown property, with a normal range of 20/60 ft. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.
You can change the infused weapon damage type once per long rest.
Rune Knowledge
Your runic knowledge grows deeper still. You know four runes total.
Great Stature
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.
The extra damage you deal with your Giant's Might feature increases to 1D8.
Rune Knowledge
You learn even more runes. You know five runes total.
Improved Cleaver
You channel more power into your Elemental Cleaver. Your Elemental Cleaver damage increases to 2D6.
Master of Runes
You unlock further potential from your runes. Creatures you designate can invoke each rune you know from your Rune Carver feature twice, rather than once, and they regain all expended uses when you finish a short or long rest.
Runic Juggernaut
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.
When you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 ft. At this size you deal an additional 1D6 damage with your melee attacks and unarmed strikes and deal twice as much damage to objects and structures.