Additional Giant Runes

by dArtagnan

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Additional Giant Runes

If you have access to runes, the following runes are added to the list of options available to you. Runes are available to Rune Knights but also characters who have access to the Rune Carver Adept feat.

Death Rune. This rune bestows its owner with the same mastery over the soul as death giants. While wearing or carrying an object inscribed with this rune, you have advantage on Death saving throws.

In addition, you can invoke the rune in place of one of your attacks to send a stream of souls flying towards a creature within 30 feet: the creature must make a Constitution saving throw or take a number of your Giant's Might bonus damage die equal to your proficiency bonus as necrotic damage and have its maximum hit points reduced by that amount or half as much damage on a successful save. If this would kill the creature, you regain an amount of hit points equal to the number of hit die the creature possessed. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Jungle Rune. This rune's magic bestows the innate hunting instincts of the jungle giants. While wearing or carrying an object inscribed with this rune, you have a climb speed equal to your walking speed, and you have advantage on Dexterity (Stealth) checks.

In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to cause a poison to seep into their veins: the target takes an extra 2d6 poison damage, and it must succeed on a Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, recovering from the poison as a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Desert Rune (7th level or higher). This rune exudes the same desertion to survive as the desert giants. While wearing or carrying an object inscribed with this rune, you have advantage on all Constitution checks (not saving throws), and you increase your armor class by 1.

In addition, you can invoke this rune as an action to create a sandy doppelganger of yourself. The doppelganger shares your statistics, except it has a number of hit points equal to your Constitution modifier (minimum of 1) times your fighter level, and it cannot speak. It moves at the same time you do, except you share your action and bonus action. You can divide your attacks between each other, for example, at 11th level, one of you can make two attacks and the other can make one. And if either one of you uses a feature with limited uses (such as runes), it expended for the other too. This doppelganger lasts up to 1 hour or until it drops to 0 hit points, or you dismiss it (no action required by you), at which point it collapses into a pile of sand. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Eldritch Rune (7th level or higher). This rune is inscribed with the magic secrets collected by the eldritch giants. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you learn a single cantrip from the wizard spell list. Constitution is your spellcasting ability for it.

In addition, if you are targeted by a spell, you can invoke this rune as a reaction to negate the spell's effect on you. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Reef Rune (10th level or higher). This rune is infused with the same mastery of the ocean as that of reef giants. While wearing or carrying an object inscribed with this rune, you have a swim speed equal to your walking speed, and you can breathe underwater.

In addition, you can invoke this rune as an action, to cast control water without components or concentration. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Titan Rune (10th level or higher). This rune is imbued by the terrifying might of the titans. While wearing or carrying an object inscribed with this rune, your size increases by one size category (to a maximum size of Huge). Your Strength score increases by 2, and your maximum Strength score also increases by 2. Your Dexterity score decreases by 2, and your maximum Dexterity score also decreases by 2.

In addition, this rune also increases your size during your Giant's Might and Runic Juggernaut one further to Huge and Gargantuan respectively, increasing your reach by an additional 5 feet.

Rune Carver Adept

Prerequisite: Can read and write giant


Studying giant runes, you learn one rune of your choice from among those available to the Rune Knight archetype in the fighter class. If a rune you invoke requires your target to make a saving throw to resist the rune's effects, the saving throw DC equals 8 + your proficiency bonus + your Constitution modifier. If the rune has a level prerequisite, you can only choose that rune if you're a Rune Knight of that level or higher.

Whenever you gain a level, you can replace the rune you know with a different one from the Rune Knight archetype.












Credits

Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.

  • Made with "GM Binder".
  • Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.