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TCE

Rune Knight Figther

Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.
hit dice: 1d10 per Fighter level
hit points at 1st level: 10 + Con mod
hit points at higher levels: 1d10 (or 6) + Con mod
armor proficiencies: Light armor, medium armor, heavy armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:
You start with the following items, plus anything provided by your background.
  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
    spellcasting:
    None
    class features:

    Fighting Style

    You adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Blind Fighting, Defense, Dueling, Great Weapon Fighting, Interception, Protection, Superior Technique, Thrown Weapon Fighting, Two-Weapon Fighting, Unarmed Fighting. You can't take the same Fighting Style option more than once, even if you get to choose again.  

    Second Wind

    You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.  

    Action Surge

    Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
    Starting at 17th level, you can use it twice before a rest, but only once on the same turn.  

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.  

    Indomitable

    Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
    subclass options:

    Bonus Proficiencies

    3rd-level Rune Knight feature
    You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.  

    Rune Carver

    3rd-level Rune Knight feature
    You can use magic runes to enhance your gear. You learn two runes of your choice, from among Cloud, Fire, Frost, Stone, Hill (7th level) and Storm (7th level) runes, 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 levels 7th, 10th and 15th in this class, you learn one (1) additional rune on each 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 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.  

    Giant's Might

    3rd-level Rune Knight feature
    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 advantage on Strength checks and Strength saving throws.
  • Once on each of your turns, one of your attacks 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

    7th-level Rune Knight feature
    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.  

    Great Stature

    10th-level Rune Knight feature
    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 you deal with your Giant's Might feature increases to 1d8.  

    Master of Runes

    15th-level Rune Knight feature
    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.  

    Runic Juggernaut

    18th-level Rune Knight feature
    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.

    Created by

    Lionwoman.

    Statblock Type

    Class Features

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