🦸♀️(Legacy) 5e - Rune Knight🦸♀️
In the times of ancient, humans made pacts with giants and learned their powerful Rune magic. Traces of this ancient magic can still be found in the wild and remote places of the world, and Fighters who learn to use the power of Runes to augment combat ability become known as Rune Knights.
Level 3: Rune Carving
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 your Maneuver Save DC.
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 ADV on Sleight of Hand checks and 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.
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.
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 make a repeated STR Save. Failure: The Target is ☠️Restrained for 1 Minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns.
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 ADV on Animal Handling checks and 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 Saves that use STR or CON.
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 ADV on 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 repeated WIS Save. Failure: 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.
Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Hill Rune
Prerequisite: 6th-level Fighter
This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have ADV on Saves 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.
Storm Rune
Prerequisite: 6th-level Fighter
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 ADV on 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 Save, or an ability check, you can use your Reaction to cause the roll to have ADV or DISADV.
Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Level 3: 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 Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
- You have ADV on STR checks and STR Saves.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra
1d6damage 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.
Level 6: Runic Ward
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.
Level 9: Unyielding
The elder magic of the giants has caused physical changes. You have ADV on saving throws to resist being moved against your will, knocked ☠️Prone, ☠️Poisoned, or ☠️Stunned.
Moreover, the extra damage you deal with your Giant’s Might feature increases to 1d8.
Level 13: Ancient Insight
Your understanding of the ancient magic of Runes has grown deeper. When you have no uses of a Rune remaining you can expend 1 exertion to invoke that Rune again.
Level 17: 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. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.