Rune Knight Options (5e Class Feature)

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Titanic Might[edit]

The extra damage applied to your attacks through the Giant's Might feature, applies to every weapon attack you make while enlarged.

Giant Rune Options[edit]

A list of additional Rune Options for the Rune Knight. If you choose to use the following options, you can swap one rune you know with another that you are qualified to take during a long rest. Whenever you gain a level in Fighter, you can swap as many as you like.

The following runes do not just correspond to types of giants as the originals do. Instead, these runes embody the giants' ability to turn words and symbols into power.

Dragon Rune

The rune's magic grants you a taste of the unmatched might of the dragons. While wearing or carrying an object inscribed with this rune, you can choose acid, cold, fire, lightning, or poison, and gain resistance to that damage type at the end of long rest.

  • In addition, you can invoke the rune as a bonus, allowing you to release a breath weapon in a 15ft cone. Each creature in the area must make a Dexterity saving throw. On failed save, a creature takes your Giant Might damage die + your Fighter level in whichever damage type this rune is granting you resistance to, or half as much on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Iris Rune

The rune's magic enhances your vision. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Investigation) checks and Wisdom (Perception) checks that rely on sight.

  • In addition, you can invoke the rune as a bonus action to increase your sight far beyond normal capabilities. You gain the ability to see invisible creatures and objects as if they were visible for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Lightning Rune

The rune's magic evokes the swift and wild nature of lightning. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Acrobatics) checks, and your speed increases by 5ft.

  • In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to charge a jumping current: the target and up to two additional creatures within 10ft of the target take a 2d6 lightning damage. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Ocean Rune

The rune's magic thrashes with the might of the ocean. While wearing or carrying an object inscribed with this rune, you have advantage on Strength (Athletics) checks, and you gain a swimming speed equal to your walking speed.

  • In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to trap your enemy under the weight of the sea: the target has their speed halved and cannot take reactions until the end of your next turn. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Wind Rune

The rune's magic carries a mighty stream of wind. While wearing or carrying an object inscribed with this rune, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Fighter level.

  • In addition, you can invoke the rune as an action, casting Levitate on yourself. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Balance Rune (7th Level or Higher)

The rune's magic harmonizes the natural energies around it. While wearing or carrying an object inscribed with this rune, you can use your reaction to negate any advantage or disadvantage affecting an attack roll, ability check, or saving throw you make. You can use this reaction a number of times equal to your Constitution modifier per long rest.

  • In addition, when you hit a creature with a weapon attack, you can invoke the rune to make the strike balanced. When you do so, you forgo rolling damage and take the average of any dice you would roll. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Holy Rune (7th Level or Higher)

The rune's magic is alight with a holy aura. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Religion) checks and Intelligence (History) checks about religious figures.

  • In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to radiate holy power: the target and up to two additional creatures within 5ft of the target take 2d6 radiant damage. Undead creatures take an additional 2d6 damage if they fail a Constitution saving throw and half on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Moon Rune (7th Level or Higher)

The rune's magic embodies the stealth and precision of those that stalk in the night. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Stealth) checks, and on initiative rolls when in dim light or darkness.

  • In addition, you can invoke the rune as a bonus action, granting you the ability to see through magical darkness for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Null Rune (7th Level or Higher)

The rune's magic emits an aura of anti-magic. While wearing or carrying an object inscribed with this rune, creatures you damage have disadvantage on checks made to maintain concentration.

  • In addition, you can invoke the rune as a reaction when a creature you can see within 60ft casts a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, you must make a Constitution check (DC 10 + the spell's level). On a success, the spell fails and has no effect. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Shield Rune (7th Level or Higher)

This rune protects its wielder from harm. While wearing or carrying an object inscribed with this rune, your armour class increases by 1 and you gain a +1 bonus to all your saving throws.

  • In addition, when you are targeted with an attack, you may invoke the rune as a reaction, gaining a +5 bonus to your armour class against that attack, and all further attacks until the start of your next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Spider Rune (7th Level or Higher)

The rune's magic calls on the unique nature of arachnids. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (Intimidation) checks, and you have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

  • In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to inject venom into your enemy's blood: the target takes an extra 2d6 poison damage, and it must succeed a Constitution saving throw or be poisoned for 1 minute. The target can repeat 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.
Echo Rune (7th Level or Higher)

The rune's magic amplifies all sounds around you. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Perception) checks involving sound

  • In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to radiate the attack outward: the target and up to two additional creatures within 15ft of the target take a 2d6 force damage sending the shockwaves into your foes. Construct creatures take an additional 2d6 force damage if they fail a Constitution saving throw and half on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Summoner's Rune (7th Level or Higher)

The rune's magic distorts the barrier between realms. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks, and you can cast Find Familiar as a ritual.

  • In addition, you can invoke the rune as an action to summon an allied spirit. When you do, you can cast any Summon spell of a level equal to or lower than your proficiency bonus. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Gold Rune (10th Level or Higher)

The rune's magic oozes transmutative power, reminiscent of the Midas Touch. While wearing or carrying an object inscribed with this rune, you have advantage on ability checks to barter when negotiating gold, and you can approximate the worth of an item without requiring a check.

  • In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to make your enemy worth your while: the target must succeed a Constitution saving throw, or begin turning to gold. On the first failure, they are restrained. On the second, they are completely petrified in gold, which can be cured by Greater Restoration. On a success, the effect is negated. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Life Rune (10th Level or Higher)

The rune's magic exudes healing energy. While wearing or carrying an object inscribed with this rune, you can cause one creature within 30ft (including yourself) you regain Hit Points equal to a roll of your Giant Might die, whenever you invoke another rune.

  • In addition, you can invoke the rune as an action to release a burst of healing magic. When you do, choose a number of creatures equal to your proficiency within 30ft to regain Hit Points equal to your Giant Might damage die + half your Fighter level. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Mass Rune (10th Level or Higher)

The rune's magic causes the mass of objects to fluctuate. While wearing or carrying an object inscribed with this rune, you have advantage on Strength (Athletics) checks, and you can use a bonus action to touch an object or creature and cause it to weigh twice its normal weight or half as much for the next minute. You can only alter the weight of one object at a time.

  • In addition, you can invoke the rune as an action to alter the mass of things around you. You can cast Enlarge/Reduce on any target except yourself. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Mind Rune (10th Level or Higher)

The rune's magic taps into the latent psionic nature of the mortal mind. While wearing or carrying an object inscribed with this rune, you have resistance to psychic damage, and can communicate telepathically with any creature you can see within 60ft. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language.

  • In addition, you can invoke the rune as an action to cast Telekinesis. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Sound Rune (10th Level or Higher)

The rune's magic makes you more sensitive to sound, and acts as a conduit for magical frequencies. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Perception) checks that rely on sound, and you can cast Thaumaturgy.

  • In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to release a concussive blast: the target takes an extra 2d6 thunder damage, and it must succeed on a Constitution saving throw or be deafened and stunned until the end of your next turn. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Thief Rune (10th Level or Higher)

The runes magic makes you rather adept at thievery, and getting away with it. While wearing or carrying an object inscribed with this rune, you know Thieves' Cant, and can pick a lock without Thieves' Tools.

  • In addition, you can invoke the rune as an action to get into the secure places. When you do, you can cast Knock silently. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Leif Runes[edit]

The Master of Runes feature does not apply to runes that have a level requirement of 15th level or higher.

Death Rune (15th Level or Higher)

The rune's magic has an aura of looming death. While wearing or carrying an object inscribed with this rune, you have advantage on death saving throws and can cast Spare the Dying.

  • In addition, you can invoke the rune as an action, making it so your foes cannot run from death. When you do so, you can target a number of creatures up to your proficiency bonus, within 20ft, to take necrotic damage equal to two rolls of your Giant's Might die. Creatures that take this damage cannot regain Hit Points until the end of your next turn. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Fiend Rune (15th Level or Higher)

The rune's magic gives you a silver tongue when it comes to making deals. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (Persuasion) checks, and any effect that would discern your truthfulness, indicates that you are telling the truth.

  • In addition, you can invoke the rune as an action, claiming parlay with an enemy. When you do, you and one creature within 60ft cast Geas on each other. You both automatically fail the save, and it affects creatures that are immune to being charmed, except if they have Legendary Actions. Also, you and the target may barter if you wish, but you are not required. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Ghost Rune (15th Level or Higher)

The rune's magic holds a ghastly nature, which you can harness. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being frightened or possessed.

  • In addition, you can invoke the rune as an action, becoming ethereal for 1 minute. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object or creature. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Slime Rune (15th Level or Higher)

The rune's magic captures the viscous nature of slimes. While wearing or carrying an object inscribed with this rune, creatures have disadvantage on grapple checks against you, and you have advantage on checks to avoid being grappled.

  • In addition, you can invoke the rune as a bonus action, becoming slippery and malleable for 1 minute. During this time, you can fit into 2ft x 2ft spaces with ease, and can squeeze into 1ft x 1ft spaces, treating it as difficult terrain. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Sun Rune (15th Level or Higher)

The rune's magic harnesses the blinding power of the sun. While wearing or carrying an object inscribed with this rune, you regain a number of Hit Points equal to your Constitution modifier at the start of each of your turns, so long as you have at least 1 Hit Point but fewer Hit Points than half your Hit Point maximum.

  • In addition, when a creature you can see ends its turn within 30ft of you, you can use your reaction to invoke the rune and force the creature to make a Constitution saving throw. Unless the save succeeds, the creature is blinded for 1 minute. 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.
Space Rune (15th Level or Higher)

The rune's magic evokes the unfathomable vastness of space. While wearing or carrying an object inscribed with this rune, you can cast Guidance, and you can teleport up to 20ft as a bonus action to an unoccupied space you can see. You must have occupied that space at some point during the current turn.

  • In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to cast Banishment on the target, after dealing damage. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Wild Rune (15th Level or Higher)

The rune's magic is unstable, pulsating with wild magic. While wearing or carrying an object inscribed with this rune, you can roll on the Barbarian's Wild Surge table whenever you invoke another rune. Any effect that lasts for the duration of rage, lasts for 1 minute for you. Any effect that lists Barbarian level, you use your Fighter level instead. You can only have one of the effects active at a time, replacing the previous effect with a new roll if you choose to do so.

  • In addition, you can invoke the rune as a bonus action, briefly guiding the surge of wild magic. When you do so, you can pick one of the effects on the Wild Surge table, and have it replace any active effects you may have from the table. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Angel Rune (18th Level or Higher)

The rune's magic envelopes you with the protective aura of the angels. While wearing or carrying an object inscribed with this rune, you have resistance to radiant damage, and you gain a fly speed equal to your walking speed.

  • In addition, you can invoke the rune as a reaction when you fail a saving throw, causing you to succeed instead. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Blizzard Rune (18th Level or Higher)

The rune's magic conjures the tempestuous power of a blizzard. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being knocked prone, and you cannot be moved against your will.

  • In addition, you can invoke the rune as an action, causing a small blizzard to rage around you. All ranged attack rolls that pass within a 10ft radius of you, have disadvantage for 1 minute. You can choose a number of creatures up to your proficiency bonus to be immune to this effect. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Gravity Rune (18th Level or Higher)

The rune's magic has its own gravitational field, which you command. While wearing or carrying an object inscribed with this rune, your speed cannot be reduced in any way.

  • In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to collapse gravity upon your enemy: the target takes an extra 2d6 force damage and must succeed a Strength saving throw, or be pushed back 30ft in a straight line, knocked prone, and have their speed reduced to 0 until the end of your next turn. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Mimic Rune (18th Level or Higher)

The rune's magic allows you to morph at will, becoming naturally deceitful. While wearing or carrying an object inscribed with this rune, your creature type changes to Shapechanger in addition to your other types, you have advantage on Charisma (Deception) checks, and you can cast Disguise Self at will.

  • In addition, you can invoke the rune as an action to morph your molecular structure. You describe an object you have seen that is the same size as you, and you become that object. You maintain all your stats, and under all forms of detection, you are that object. You can drop the transformation as a reaction. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Dream Rune (20th Level)

The rune's magic distorts reality like a dream. While wearing or carrying an object inscribed with this rune, you only need half the time required to complete a long rest, and you cannot be put to sleep magically.

  • In addition, you can invoke the rune as an action, gaining a lucidity into the realm of dreams. You can duplicate any spell of 8th level or lower without requiring components. Once you invoke this rune, you can't do so again until you finish a long rest.
Fate Rune (20th Level)

The rune's magic holds the incomprehensible power of fate. While wearing or carrying an object inscribed with this rune, you can use your reaction to cause an attack roll you made that missed, to hit instead. Alternatively, you can cause an attack roll that would hit you to miss.

  • In addition, you can invoke the rune as an action, causing fate to bend to your will. Doing so allows you to activate the effects of The Fates card from the Deck of Many Things. Once you invoke this rune, you can't do so again for 7 days.
Origin Rune (20th Level)

The rune's magic calls upon the power of the ancestral giants. While wearing or carrying an object inscribed with this rune, any invoked effect that lasts for 1 minute, now lasts for 10 minutes.

  • In addition, you can invoke the rune as a bonus action while Giant's Might is active, unlocking the true potential of the giants. Your size increases from Huge to Gargantuan, and your Giant's Might damage die increases to 1d12. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Perfection Rune (20th Level)

The rune's magic demands perfection. While wearing or carrying an object inscribed with this rune, whenever you make an ability check or saving throw that you are proficient in, you can treat a d20 roll of 7 or lower as an 8.

  • In addition, you can invoke the rune as a reaction whenever you make an attack roll, ability check, or saving throw, instantly treating the roll as a natural 20. You can use this effect after you see the roll, but before the DM says whether or not it succeeds. Once you invoke this rune, you can't do so again until you finish a long rest.
Phoenix Rune (20th Level)

The rune's magic allows you to constantly evolve and better yourself, like the phoenix. While wearing or carrying an object inscribed with this rune, you can replace your proficiency in Strength saving throws whenever you finish a long rest. To do so, choose Dexterity, Intelligence, Wisdom, or Charisma. You gain proficiency in saves using that ability, instead of Strength. This change lasts until you finish your next long rest.

  • In addition, when you are killed, the rune instantly invokes itself: you are brought to life with half your maximum Hit Points, any diseases you had are cured, and any lost limbs are restored. Once this rune is invoked, it will not do so again for 7 days.
Time Rune (20th Level)

The rune's magic grants you a small insight into the strange nature of time. While wearing or carrying an object inscribed with this rune, you do not age past your prime and cannot be aged magically.

  • In addition, you can invoke the rune as an action, grasping the hands of time. You can cast Time Stop. Once you invoke this rune, you can't do so again until you finish a long rest.
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