Rune Knight
Giants have walked the world since ages beyond reckoning, and their magic—carved into stone and steel and bone—persists long after the titans themselves have passed. Rune Knights have found a way into that legacy, learning to inscribe the ancient symbols of giant-kind onto their weapons and armor and body. With each rune mastered, they grow closer to the immense, elemental power that giants embody.
The path of the Rune Knight often begins with a chance encounter: a fragment of engraved stone in a ruined giant stronghold, an old dwarf smith who kept the old ways, a traveling scholar who traded the rune-carving secrets for passage through a dangerous wood. However it starts, the Rune Knight's growth is marked by the gradual accumulation of runes—each one a different expression of giant essence, each one a tool reshaping the warrior who bears it.
At their most powerful, Rune Knights become something more than human-scale fighters. They grow, in both literal and figurative senses, taking on some of the vast and elemental nature of the giants whose magic they have claimed.
Rune Knight Table:
| Level | Subclass Features Gained |
|---|---|
| 3rd | Bonus Proficiencies, Giant's Might, Rune Carving (2 runes) |
| 7th | Runic Shield, Rune Carving (3 runes, Hill and Storm unlocked) |
| 10th | Great Stature, Rune Carving (4 runes) |
| 15th | Master of Runes |
| 18th | Runic Juggernaut |
Subclass Features
Bonus Proficiencies
3rd-level Rune Knight feature
You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.
Giant's Might
3rd-level Rune Knight feature
You have learned the rune-magic technique that giants use to amplify their physical power. As a bonus action, you magically grow to Large size for 1 minute. While enlarged, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- Your weapon attacks that use Strength deal an extra \(1d6\) damage on a hit.
If you are already Large or larger, this feature has no effect on your size, but you still gain the other benefits.
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.
Rune Carving
3rd-level Rune Knight feature
You can use magic runes to enhance your gear. You learn two runes of your choice from the runes listed below. Each time you gain a level in this class, you can replace one rune you know with a different one.
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 on each of them. The objects must be weapons, armor, shields, or pieces of jewelry. Each object can bear only one rune at a time, and a rune can be inscribed on a single object at a time.
Applying a Rune. Inscribing a rune on an object takes 10 minutes. The rune remains until you finish a long rest, at which time all your inscribed runes fade.
Rune Spells. Each rune grants access to a spell when invoked. The spell is always prepared for you and doesn't count against your prepared spells. You can cast it once per long rest without expending a spell slot. Your spellcasting ability for rune spells is Constitution.
Rune Descriptions:
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. 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 (not the one being attacked), using the same roll. 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 building power of fire giants. While wearing or carrying an object inscribed with this rune, you gain proficiency with all artisan's tools. In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery chains. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or take \(2d6\) fire damage and become restrained for 1 minute. While restrained in this way, 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, freeing itself 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 frozen reaches. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. In addition, you can invoke the rune as a bonus action to enter a heightened state of resolve that lasts for 10 minutes. For the duration, you gain a +2 bonus to all Strength and Constitution checks and saving throws. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Stone Rune. This rune channels the judicious wisdom of stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you gain darkvision out to 120 feet. In addition, when a creature you can see ends its turn within your reach, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated. 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 hill giants. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance to poison damage. In addition, you can invoke the rune as a reaction when you take bludgeoning, piercing, or slashing damage to gain resistance to all three of those damage types until the start of your next turn, including against the triggering damage. 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. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks. In addition, when you roll initiative, you can invoke the rune and enter a prophetic state that lasts for 1 minute or until you're incapacitated. Until the state ends, when you or a 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.
Runic Shield
7th-level Rune Knight feature
You learn to invoke your runes 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.
Once you use this feature, you can't do so again until you finish a short or long rest.
Great Stature
10th-level Rune Knight feature
The magic of your runes permanently alters you. When you gain this feature, roll \(1d4\) for each Rune Carving feature you have, and add the rolls together. Your height increases by that many inches.
Moreover, the extra damage die of your Giant's Might feature becomes a \(1d8\) instead of a \(1d6\).
Master of Runes
15th-level Rune Knight feature
You can invoke each rune you know twice per short or long rest, rather than once.
Runic Juggernaut
18th-level Rune Knight feature
You learn how to amplify your rune-powered transformation even further. When you use Giant's Might, you can grow to Huge size, rather than Large. While Huge, your weapon attacks that use Strength deal an extra \(1d10\) damage (this replaces the \(1d8\) from Great Stature), and your speed increases by 10 feet.