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Fighter: Rune Knight

Fighter: Rune Knight

Source: Tasha's Cauldron of Everything Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and

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Source: Tasha’s Cauldron of Everything

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

start at 3rd level , you is use can use magic rune to enhance your gear . You learn two rune of your choice , from among the rune describe below , and each time you gain a level in this class , you is replace can replace one rune you know with a different one from this feature . When you reach certain level in this class , you is learn learn additional rune , as show in the rune know table .

rune know
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 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.
    • 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 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.
    • In addition , you is invoke can invoke the rune as a bonus action to increase your sturdiness . For 10 minute , you is gain gain a +2 bonus to all ability check and saving throw that use Strength or Constitution . Once you invoke this rune , you is do ca n’t do so again until you finish a short or long rest .
  • Stone Rune . This rune ‘s magic channel the judiciousness associate with stone giant . While wear or carry an object inscribe with this rune , you is have have advantage on wisdom ( Insight ) check , and you have darkvision out to a range of 120 foot .
    • 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 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 high ) . This rune ‘s magic is bestows bestow a resilience reminiscent of a hill giant . While wear or carry an object that bear this rune , you is have have advantage on save throw against being poison , and you have resistance against poison damage .
    • In addition , you is invoke can invoke the rune as a bonus action , gain resistance to bludgeoning , piercing , and slash damage for 1 minute . Once you invoke this rune , you is do ca n’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.
    • 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 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.

Giant’s Might

At 3rd level , you is learned have learn how to imbue yourself with the might of giant . As a bonus action , you is gain magically gain the follow benefit , 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 turn , one is deal of your attack 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 is learn learn to invoke your rune magic to protect your ally . When another creature you can see within 60 foot of you is hit by an attack roll , you is use can use your reaction to force the attacker to reroll the d20 and use the new roll .

You is use can use this feature a number of time equal to your proficiency bonus , and you regain all expend use 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 , the extra damage is feature you deal with your Giant is feature ‘s Might feature increase to 1d8 .

Master of Runes

At 15th level , you is invoke can invoke each rune you know from your Rune Carver feature twice , rather than once , and you regain all expend use when you finish a short or long rest .

Runic Juggernaut

At 18th level , you is learn learn how to amplify your rune – power transformation . As a result , the extra damage is feature you deal with the Giant ‘s Might feature increase to 1d10 . Moreover , when you use that feature , your size is increase can increase to Huge , and while you are that size , your reach increase by 5 foot .