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# Rune Knight Fighter Archetype: More Runes The Rune Knight subclass in Tasha's Cauldron of Everything offers a choice of five total runes for the character, however the pool to choose from numbers only six. This document aims to expand the subclass to offer an unnecessary variety of options from the entire giant “alphabet” as presented in Storm King’s Thunder. #### **Blood Rune (7th Level or Higher).** This rune commands the dark power of blood and the life force within creatures. While wearing or carrying an object inscribed with this rune, you gain a +2 bonus to hit points you restore to yourself when rolling hit dice or when using your Second Wind feature. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to draw the life energy from it: the target takes an additional 2d6 necrotic damage, and you regain a number of hit points equal to the necrotic damage dealt. Once you have invoked this rune, you may not do so again until you have finished a short or long rest. #### **Death Rune (7th Level or Higher).** This otherwise innocuous rune holds the heavy weight of the inevitability of death. While wearing or carrying an object inscribed with this rune, you have resistance to necrotic damage. In addition, you can invoke the rune as a bonus action, channelling the spectre of death itself for 1 minute: you gain a +1 bonus to attack and damage rolls using weapons, and your weapon attacks gain an additional 5 feet of Reach. Once you have invoked this rune, you may not do so again until you have finished a short or long rest. #### **Dragon Rune.** This rune emulates the majesty of the giants’ ancient enemies: dragons. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being charmed or frightened. In addition, you can invoke the rune as an action, bellowing with the aspect of a dragon. A number of creatures of your choice (equal to your proficiency bonus) within 30 feet of you must make a Charisma saving throw. Unless the save succeeds, the creatures are frightened of you for 1 minute; if they fail by 5 or more, they are stunned while frightened of you. They may repeat the saving throw at the end of each of their turns, ending the effect on a success. Once you have invoked this rune, you may not do so again until you have finished a short or long rest. #### **Enemy Rune (7th Level or Higher).** This rune marks you, taunting your foes with the presence of their most hated enemy. While wearing or carrying an object inscribed with this rune, you have advantage on weapon attack rolls against any creature that dealt damage to you in the last turn. In addition, you can invoke the rune as a bonus action to raise a creature’s ire. A creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature has disadvantage on weapon attack rolls against all creatures other than you for 1 minute, or until you attack a creature other than it. Once you have invoked this rune, you may not do so again until you have finished a short or long rest. #### **Friend Rune.** This rune evokes friendship, putting all around you at ease. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (Performance) checks and Charisma (Persuasion) checks. In addition, when a creature targets you with an attack, you may invoke this rune as a reaction to make yourself seem nonthreatening. The creature loses the attack, and will not target you again until you deal damage to it or its companions. Once you have invoked this rune, you may not do so again until you have finished a short or long rest. #### **Journey Rune.** This rune readies you for travel. While you are wearing or carrying an object inscribed with this rune, your walking speed increases by 10 feet, and you cannot become lost except by magical means. In addition, you may invoke this rune as an action. For the next 10 minutes, your jumping distances are doubled, and you gain a climbing speed and a swimming speed of 20 feet each. Once you have invoked this rune, you may not do so again until you have finished a short or long rest. #### **King Rune.** This rune holds the authority of one destined to rule. While you are wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (History) checks, and you may double your proficiency bonus for checks made to recall information about a location’s rulers and systems of government. In addition, you may invoke this rune as a reaction to taking damage. The creature that damaged you must succeed on a Wisdom saving throw or fall prone, grovelling at your feet, and it cannot willingly stand up until the end of its next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest. #### **Light Rune.** This rune channels light, revealing secrets and banishing darkness. While you are wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Investigation) checks, and you may cast the light cantrip targeting that object only. in addition, you may invoke the rune as an action, conjuring a flash of bright light: each creature within 15 feet of you must succeed on a Constitution saving throw or become blinded until the end 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. ####
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum **Life Rune.** This rune echoes with the knowledge of healers of ages past. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Nature) checks and Wisdom (Medicine) checks. In addition, you may invoke this rune as an action to restore life to a creature you touch. You roll a number of d4s, equal to your proficiency bonus, and the creature regains hit points equal to the total rolled. Once you have invoked this rune, you may not do so again until you have finished a short or long rest. #### **Mountain Rune.** This rune holds the strength of the bones of the earth itself. While wearing or carrying an object inscribed with this rune, you have advantage on ability checks and saving throws to resist being knocked prone or moved against your will, and you gain tremorsense out to 10 feet. In addition, you may invoke this rune as a reaction to taking damage, reducing the damage by 1d10 + your fighter level. Once you have invoked this rune, you may not do so again until you have finished a short or long rest. #### **Sacred Rune (7th Level or Higher).** This rune holds the world-shaking presence of the giant gods. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Religion) checks and you can speak, read, and write Celestial. In addition, you may invoke this rune as an action to infuse yourself with heavenly might for 1 minute. You gain a flying speed of 30 feet, but you must end your movement each turn on solid ground or fall, and your weapon attacks deal an additional 1d4 radiant damage. Once you have invoked this rune, you may not do so again until you have finished 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. #### **War Rune.** This rune evokes the vigilance of the practiced warrior. While wearing or carrying an object inscribed with this rune, you have advantage on initiative rolls, and on Wisdom (Perception) checks. In addition, you may invoke the rune as an action, unleashing a mighty warcry. Until the start of your next turn, all friendly creatures that could hear your cry may roll 1d6 and add the result to each of their attack rolls and ability checks that use Strength or Dexterity. Once you have invoked this rune, you may not do so again until you have finished a short or long rest. #### \columnbreak **Wind Rune (7th Level or Higher).** This rune carries the power of the tempest within it. While wearing or carrying an object inscribed with this rune, you have resistance to lightning damage or thunder damage. You may choose which damage type each time you complete a long rest. In addition, you may invoke the rune as an action, channelling a blast of wind in a 15-foot cone in front of you: all creatures in the area must succeed on a Strength saving throw or be pushed up to 15 feet away from you. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
Design by Lexi Abbey | Made with GM Binder