Rune Knight in Galir | World Anvil
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Rune Knight

Rune Knights enhance their martial prowess using the archaic power of runes, an ancient practice that originated with giants and has since been practiced by Dwarves and Goliath as well. Runesmiths can be found among most giant communities and less commonly among Dwarvish and Goliath crafters and scholars. You likely learned your methods first or second hand from such a mystical artisan. Whether you studied the giant's work, learned of the runes from a sage, or met a giant in person, you studied the art and learned how to apply runes to empower yourself and your equipment.

Rune Knight Maneuvers

Runic Fortitude

  • As a reaction when you take damage, you can expend a superiority die to reduce the damage by an amount equal to your superiority die roll + your Constitution modifier.

Runic Revival

  • As an action, you can expend a superiority die to regain use of one expended rune. You can only use this maneuver once per rune before taking a short or long rest.

Bonus Proficiencies

At 3rd level, you gain proficiency with smith's tools, and you learn to read, and write Giant.  

Rune Carver

From 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below in the Rune Options section. When you gain this feature, you learn how to inscribe these onto weapons, armor, shields, or accessories made of stone or metal. Whenever you finish a long rest, you can touch a number of objects up to the number of runes you know, and you inscribe them with runes. A rune magically fades when you inscribe a different object with the same rune.   After a long rest, you assign one of your inscribed runes to be your Guardian Rune; this rune aids you with passive effects until you change guardian runes. Each inscribed rune also has an effect that may be activated once per short or long rest. Only Rune Knights may benefit from or activate these runes.   You learn an additional rune at 7th, and 10th level.   Some of your runes may require your target to make a saving throw to resist the rune’s effects. The saving throw DC is calculated as follows:   Rune Save DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier (your choice)  

Trembling Defence

At 7th level, you learn to invoke your rune magic to protect your allies by channelling the might of giants. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to make the earth tremble beneath the attacker, forcing 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.  

Awakened Runes

Upon reaching 10th level, you awaken the ancient power of your inscribed runes, increasing their effectiveness. The improvements are detailed in the Rune Options section below.  

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.    

Guardian Runesmith

When you reach 18th level, you can have two guardian runes at a time, and gain the benefits from both of them.   Additionally you can invoke the non-awakened effects of each of your guardian runes once without expending their charge. You regain the ability to do so when you finish a short or long rest.  

Rune Options

Haug (Hill Rune):

This rune bestows the fortitude and quaking fury of a hill giant. When Haug is your guardian rune, you have advantage on Intimidation checks and your hit point maximum is increased by 1 for every fighter level you have.   Additionally this rune can be invoked with a bonus action. When you do so, you channel the earth-trembling essence of a hill giant for 1 minute and can replace an attack on your turn with a special Shove action that can be performed up to 30 feet away from your target.   When you gain the Awakened Runes feature, you can perform this shove action as part of an attack.  

Ild (Fire Rune):

This rune's magic channels the masterful craftsmanship of great smiths. When Ild is your guardian 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 brand the target with the rune’s magic. The target takes an extra 2d6 fire damage and must succeed on a Strength saving throw or be grappled for 1 minute. While grappled by the rune, 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, dispelling the brand on a success.   When you gain the Awakened Runes feature, the target becomes restrained on a failed save and the damage is increased to 4d6 fire damage.  

Ise (Frost Rune):

This rune evokes the might of those who survive in the wintry wilderness. When Ise is your guardian rune, you have advantage on Athletics checks and can carry twice as much weight at a time.   Additionally, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30.   When you gain the Awakened Runes feature, your Strength score increases by 4 and the effect lasts 1 hour.  

Skye (Cloud Rune):

This rune emulates the deceptive magic used by some cloud giants. When Skye is your guardian rune, you have advantage on Deception and Sleight of Hand checks.   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 will not take hostile actions against your allies as well. 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.   When you gain the Awakened Runes feature, this charm now convinces the target to turn coat and attack their allies.  

Stein (Stone Rune):

This rune channels the resilience and judiciousness associated with stone giants. When Stein is your guardian rune, you have advantage on Insight checks and your armor class is increased by 1.   Additionally this rune can be invoked as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute.   When you gain the Awakened Runes feature, this resistance applies to all damage, and lasts 10 minutes.  

Uvar (Storm Rune):

This rune grants a deeper understanding of ambient magics and can even allow glimpses into the future. When Uvar is your guardian rune, you have advantage on Arcana checks and initiative rolls.   Additionally this rune can be invoked as a bonus action to enter a prophetic state for 1 minute or until you are incapacitated. Until the state ends, you can use your reaction to gain advantage on any attack roll or saving throw or make any attack against you have disadvantage.   When you gain the Awakened Runes feature, your reaction can influence any of these rolls within 60 feet of you.  

Vind (Wind Rune):

This rune evokes the freedom and levity of the air itself. When Vind is your guardian rune you have advantage on Acrobatics checks and your jump height and distance is doubled.   In addition, you can invoke the rune as a bonus action to increase your Dexterity score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30.   When you gain the Awakened Runes feature, your Dexterity score increases by 4 and the effect lasts 1 hour.

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